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Messages - mario.baldi

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Damn, I just realized what a Pixel Processor does :O
It is indeed similar to how a real-time shader works... Too much power (and joy :D )
Upgrading NOW!!!

Jaw Dropping :O

Sorry, my fault. Specularmap is of course sRGB, because it's a color map.
You can change the Channel in Substance Painter to L16 (or something else you need) and then it will be interpreted as Linear as well.
I understand, but the problem is that I'm converting from Basecolor to Diffuse/Specular.
So, I have to keep the BaseColor as sRGB, and I have no option to influence the color space of the generated maps.

Sorry, sometimes I get lost in translation :)
For normal node, I mean every node/graph/substance that is in the Library.
Atomic nodes instead are those hard coded nodes you can access via the space bar, as you said.

I'll be honest, when I first saw the new features, I didn't really understand the potential of the new nodes.
But then I started thinking about the Pixel Processor thing... and that thing alone may be worth the upgrade (even though it's difficult to understand how that will work without a video) !!!
I think that you guys need to explain carefully its potential. In the end everything in the Library is coming from a very limited amount of atomic nodes, so any new one is a big deal indeed (also because a specific atomic node will always be waaaay faster than a complex graph).

So, I have a couple of questions:
1) Are those new nodes all atomic nodes? Wow!
2) How does the triplanar node work exactly? Does it use the World Position and Normal maps, or it has actually access to the mesh geometry?
3) How many new nodes in the library (based on the new atomic nodes) will be available?
4) Assuming that Substance engines out there will need to be updated to work with the new atomic nodes, when Substance Painter will get the ability to use them?
5) This is an important one for me. Designer's main strenght is the ability to build substances, I get that, but I use it also as a hub for a lot of other stuff. It could compete with Photoshop, if it had at least better vector tools and a text node.
Also, in uservoice these two are the top most voted ideas (strangely enough, proposed by me  :D ):
I think it's important to improve the user interface with better vector (SVG) tools, and I'm a bit sad not seeing them in SD5, as I will still need to rely on Photoshop.

Said that, congratulations on this new release guys!
I can't wait to look at the new videos. I'm sure the upgrade will be a no-brainer :)

Substance Painter Exports Linear Images by default. You don't need to change anything.
ColorOutputs are sRGB a (Albedo, for instance).
Grayscale Inputs are Linear (Roughness, Metalness)

Hi Fabian, are you sure about that? From what I can see, the Specular map (maybe because it's a color map after all), is sRGB.
In our engine though we don't use a colormap for the specular (for now), but a B/N map indicating a percentage.
For this reason, the current exporter doesn't work for us. I still have to assemble the maps manually in Photoshop, or in Designer.

Hey Jeremie, this new functionality is nothing less than AWESOME :D
I have a suggestion though: convert from sRGB to Linear and vice versa.
The engine I use at work, while not totally PBR, uses indeed a specular channel (grayscale), but it works properly only with linear maps.


Hi there,

I was thinking that it would be great to have a transform tool that allows to move/rotate/scale Fill layers (and any other layer or effect that applies only in the 2D space).
Currently only a couple of parameters are exposed (ScaleX and ScaleY), and eventually substance effects can be used to transform the layer. This comes with a problem: we are forced to slide parameters until they look right, instead of visually adjust the position in the UV space.

In my opinion, SPainter should support a transform tool as Substance Designer does, using a "Transform node" under the hood, transparent to the user.

It is important though, from a "software design" point of view, to not create single tools that don't chain with others.
In my opinion such a tool should work with every substance effect selected, not only fill layers. So Substance Effects too should have an additional tab in the interface showing the current transformation matrix (or "Angle/scale/offset" parameters).

Just to add more ideas, this transform tool could go even further: while designing Substance effects in Designer for instance, we could expose various matrices. The Transform tool in Substance Painter then will be able to select every single exposed matrix, and work with that.
Let's say for example that I have a Substance Effect which has a text on a red rectangle.
I will expose the text matrix (with the name "textT") to be able to manipulate it further.
When I will select the Transform tool in Substance Painter, by default it will select the final effect matrix (let's call it "root"), that will move both the red rectangle and text as a whole.
But the Transform tool will have a option menu, to choose a different matrix. Here we will choose "textT", and move/rotate/scale the embedded text in the substance effect.

On a last note, when Painter will grow even more, tools should have an additional "Options" horizontal menu bar (like in photoshop).
Tools like the Paint and Eraser, have various options in the Brush palette, but future tools may not have options related to brush settings only.
Lazy Mouse is a great example of why an Options bar would be welcome: the slider is included in the tools bar, which is pretty bad IMO.
And a Transform tool would really benefit from such option bar too.

Also, I talked mainly about fill layers and substance effects because a Transform tool makes sense in 2D space... but if you can find a way to transform painted data (which I think in SPainter is actually similar to a point cloud) in 3D space, that would be totally awesome too :)


I wish to the Allegorithmic's team and to the community a Happy New Year!

Thanks to everyone for the hard work and help.

If the 2015 will be even half as exciting as the one just passed, we're going to see awesome things!

ZBrush uses the CPU, not the GPU, so tablets are actually a viable solution.

The only problem I find with my old Surface Pro 1 is the size of the screen really: classic applications, like zb, are still designed for big screens and desktop experiences.

In a way, Sculptris is a much better sculpting application for a tablet.

To me, having Microsoft developing its own line of tablet-laptops is a HUGE thing, as it may drive the necessary revolution needed for portable machines for artists. Photoshop already is adapting its UI to smaller screens.

Also, while many may dislike the n-trig pen, again, I think M did the right thing ditching the wacom technology: finally we have two competitors and us as users should benefit from it.

There are rumors that the next Surface Pro 4 might even be 14". If that is true, it would solve 2 problems in once: small area and heat (which currently is a limitation from what I know in the SP3... Wes how do you feel about it? Also, I can't find a good video about zbrush running on a SP3... as you're a true Tutorials Master, never thought about making one ? :D )

Btw, Happy New Years guys!!!

Wow, I didn't expect SP to run well on an integrated card :)
I already own a Surface Pro 1, but the screen it's a bit too small for my needs. I am actually considering to upgrade to the 3rd one, but I heard the the 4th version might be 14"... Droool

Hi guys,

First of all congrats for the new version of Painter. Backface culling and Lazy mouse alone made my day (let's say week :) )

I have a small list of enhancements though, that would probably make my list of feature requests complete for the v1.0 cycle.

There we go:
- Lazy Mouse is great, but a bit confusing: the transparent cursor is a bit annoying when using a large radius, and I find the zbrush feedback way better.
Something like this would be preferred:

- Stroke along path is great, but there should be an option to bend the alpha accordingly.

- Precise Alpha positioning like in ZBrush (Drag Rect): click and drag to position/rotate/scale a single alpha stroke.
I haven't a picture of this as only a video could explain it, but it is extremely important.
The only video I found on youtube is this one:

- Blur tool

- Clone brush

- Export!
  • Real PSD export. the current psd exporter is not that useful. What would really help instead, would be the option to export the current layer stack as photoshop file.
  • Export selected layer
  • Export selected texture set

- The Layer palette could be improved. For example there should be a different icon for fill layer. Groups could be colored.
If I select a layer inside a group instead, maybe all the layers in that group could receive a (very) light highlight too.
Just an example:

Thank you again for 1.1 !

Downloading! :D

The .sds scene with its dependencies (meshes).

It's easier if from Designer you just right-click on your package (in the Eplorer Tab), and choose "Export with dependencies..."
That will collect all the files that you're using in your Designer scene.

If you can share your scene I can give it a look :)

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