Author Topic: Substance Painter doesnt display materials good on 2d viewport  (Read 4231 times)

Hello. As you can see from pictures below i have trouble with materials in substance painter. On 2d viewport i dont see material correctly as displayed on 3d view port, seems only back side or down side (one side of the mesh) is affected by this error. Please if someone could help me. There is also dae file attached below. I made mesh in blender and exported it as dae. , i also tried exporting it as fbx and obj but i still have same problems. I bake texture maps before i apply material but still it doesnt help.

I'm not sure to see what the problem is exactly.
If you rotate the lighting in the 2D view does your mesh appear correctly ?
Don't forget your log file. It can be exported from the Help menu of the software.
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Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.

No it does not. Cant you see the back side of body for example? It has completly ugly and different look from the front body view. I rotated light,enviornment and results were same (bad). I am really dissapointed about this :/

Can you attach your mesh file here alongside your log file ?
See : https://support.allegorithmic.com/documentation/display/SPDOC/Exporting+the+log+file
Don't forget your log file. It can be exported from the Help menu of the software.
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Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.

Here it is.

I reproduced the problem on my side, we will look into it.
Don't forget your log file. It can be exported from the Help menu of the software.
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Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.

Ill paste here what I replied to him on Facebook group just in case someone is interested on the subject.

***Its a bit tricky to explain so I will try to make it easy to understand. Also Im not English so take it into account too please.

Ok.. reflections in Substance Painter viewer are done in two different ways.

-In one hand we have the 3D viewer. Here reflections are calculated easily on the mesh due its normals. Why we always see here reflections its simple. The side that you are seeing its always facing you. The sides that you cant see are back so you havent to see anything there but if we "could" see them we would see them similar to 2D view.

-In other hand we have 2D view. Here reflections are handle in a different way. Why? you may wonder. Well, 2D view its totally flat. But we can see in 2D view the "bumps" and geometry (kinda) of the mesh and see how reflections behave as if the surface werent flat at all. To achieve this Substance Painter uses the world space normal map. Its similar to a tangent normal map but instead it take the whole model position to generate a map. If your model havent world space normal map it will simply use the one from the low poly. Using that data you can make lights and reflections behave like if were real geometry in the 2D view.

But there its a downside. Faces that are facing "back" wont be able to render the reflection as it should basically because, as we said before, isnt facing to camera but back. Even if the flat 2D plane where we see the texture its totally facing us, the world space normal its telling to the engine that some parts may be right, others left, other up, down and of course, back too. So all parts that the render engine considers that arent facing to camera either because they really arent or because the world space normals make them to be in this way, havent the kind of reflections that you want.

You can even test my theory by simply rotating the model locally and making it face backward. Then the back will get reflections but the front dont. You may be even aware that sometimes when you exported your model it made to have reflections on right side but not on left. Thats because you exported the mesh for Second Life including the proper axis orientation which makes the mesh to face to its left making the right side now to be the "front" one which Substance Painter considers its pointing the camera.

To get reflections all over the body we would need orthogonal reflections and Im not sure that real time reflections can achieve such effect nor its even necessary at all on any game as in none of them you need to see the reflections of the backside of an object.

Im not sure if my explanations means something to you but you can even bake the world space normals map from your model, put it on a plane in blender as normal map, put some reflective material and see how also the part that doesnt gets reflections in Substance Painter either does in Blender, Maya, Max or any other software. You can only get them through baking process.***