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Topics - rwnet

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1
Hi,

I have a following problem:
When I export SBSAR file from Substance Designer with normal map (OpenGl format) and I try to use it as a material in Substance Painter it looks like the normal map is inverted when viewing it in the SP 3d viewer.
I did set normal map format to OpenGl (in Project Configuration) and in the properties window for Material I did change it to OpenGl but still the normal map appears to be inverted in the SP 3d Viewport (switching it to Direct X in material properties makes the normal map appear correct in the 3d viewer).
When I export normal map from SP it comes out inverted but when I go to Output Templates and change the Normal map format in my template to be Normal Direct X instead of OpenGl then the exported normal map looks correct.
I have to say it is a bit confusing so I am just trying to figure out what is going on.
I would appreciate any help to how to solve this problem.

Best regards,
Robert Wilinski

Lead Material Artist
Insomniac Games


2
It was not like that in the previous version - in the latest SD Non Uniform Blur Grayscale produces noise that can't be removed even when you set the Samples values to max - 16.

Any idea why is it happening?

3
It was not like that in the previous version - in the latest SD Non Uniform Blur Grayscale produces noise that can't be removed even when you set the Samples values to max - 16.

Any idea why is it happening?

4
Substance DesignerSubstance Designer - Technical Support - 32 bit nodes
 on: February 02, 2018, 07:21:58 pm 
Hi all,

Just recently I found an old article in 80lvl by Ben Wilson about new features of Substance Designer where he mentioned 32 bit nodes and how they can help fixing issues when blending two layers - for example perlin noise with some pebbles - blending them using Overlay mode results in flattening the pebbles where the whiter areas of perlin noise are. As I understood from the article 32 bit mode is suppose to prevent that from happening.
The example he gave doesn't work for me so I am assuming I did something wrong.
Can someone please explain this feature for me. Thanks.

Best regards,
Robert Wilinski

5
Hi all,

Is it possible to expose colors from Gradient Map node as parameters?

Best regards,
Robert Wilinski

6
Hi all,

Let's say I have two tile samplers and I want to expose the parameters for X and Y amount for both of them but I only want to use ONE parameter to control those?
How can I do this?

Best regards,
Robert Wilinski

7
Hi all,

Let's say I have two tile samplers and I want to expose the parameters for X and Y amount for both of them but I only want to use ONE parameter to control those?
How can I do this?

Best regards,
Robert Wilinski

8
Hi all,

I was just thinking if it would be possible to add a feature that you could just "lock" a preview of a certain node while the node is being tweaked so the information is not being send through to the rest of the graphs.
Currently when you want to tweak parameters of let's say a Tile Sampler that is in the beginning of the big network it takes a while before the whole graph will be updated so the solution I am using now just to copy paste the Tile Sampler node, tweak  parameters to my liking and once I am happy with the result then I just swap it with the old one.
I wish there were an option similar to the one used in World Machine that you can just "lock a preview" on one of the nodes so the graph gets updated only to that graph and no further.

Best regards,
Robert Wilinski

9
Some more fun with Substance Designer and Mattershots.
https://www.artstation.com/artwork/gNRoG


10
Just another substance I did using photo I found on Mattershot as a reference
https://www.artstation.com/artwork/yGJkR




11
Hi all,

I decided to post some the substance I did as a warm up before I will move to the one I will actually enter the contest with.
Because it is a warm up round I add a little bit more details to the substance so it looks more like a texture I could use in a game.


https://www.artstation.com/artwork/kxA2z

12
Hi all,

First of all - very cool contest. A lot of interesting surfaces to create :) Very exciting.
Now to the questions:
1) just want to double check - each person can submit only ONE substance in one of the two categories right? So, for example  I can't submit one normal substance and then a different one for the MDL category? I have to choose one of the categories and stick to it?
2) I am planing on making a few of those substances (just for fun and to challenge myself) so if I make some of the materials using mattershots as references and then put them on  let's say Artstation (before 24 of November) can I still submit one of them for the contest, even if I have already shown them on Artstation?

Best regards.
Robert Wilinski



13
Is there any way to remove the extra noise that is showing up after using the Normal to Height HQ node?
The noise is present even when I use a flat, grey texture for the normal map.

14
Hi all,

Just recently I have started to use Substance Painter and I am blown away how quickly you can actually texture a prop:)
However, I have a weird "bug" - when I import a material into Substance Painter created in SD (by using option Export Sbsar File) and add it to the shelf it completely slows down Substance Painter for like 2-3 minutes and then every change I make to any of the layers takes like 10 seconds to refresh and it is impossible to work. In order to work I have to remove the material I created in SD, close Substance Painter and start it over.
I have the latest Substance Designer and one of the latest Substance Painter.
Do I have to export the material I created in SD in some special way so it works fast in Substance Painter?

Best regards,
Robert Wilinski


15
Red Rock substance surface - 100% procedural
Rendered in Marmoset 3
https://www.artstation.com/artwork/mg9rY


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