Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SkyWaters

Pages: [1] 2
1
Thanks for the reply. I am using ACEScg as my color space and have researched extensively on how to set it up correctly. For example, all my IDT's are utility-Raw for data maps and the diffuse map is set to utility-sRGB-texture. Below are shots of what my setup looks like. Second, yes I am using the same environment map. Now I do have something to add, I created this project before substance went to the 2020 version so my shader in painter is actually the old "pbr metal rough" default shader. Because of this, all my texture work was done to look good through that, so I export with the Vray "legacy UDIM" option, not the new Vray NEXT metal rough option. Shouldn't this still work? Ill show you my process below. image 1 starts with what the texture looks like in painter etc.





2
Hi, I have read everywhere and understand how Vray works with Substance Painter since the new 2020 updated version. First off, I am using the Vray metal-roughness workflow. I know that I have all my textures set up correctly but when I render in MAYA, the roughness is way too matt, as if it's not taking it into account... This only happens when I have "lock fresnel IOR to refraction IOR" checked. SO my question is, is it correct to leave this unchecked in a substance to VRAY workflow ALWAYS? When I look online, other tutorials show people having it checked... I know my problem has something to do with IOR. I thought the new VRAY metal-roughness workflow removed IOR maps because it takes care of the correct IOR...Also, I don't see "glossy fresnel" in my VRAY settings, should it be there?...I am using VRAY 5 and am up to date on everything. Thanks for any help.


3
Hi all. I am using VRAY in MAYA as my renderer and have tried using the Vray UDIM export preset for substance painter but I have run into some issues. First as you can see in the image below, I always get this white artifact on the reflection map. What can I do to get rid of it?


Next, Once I bring the textures into Vray, there is something going on with the dirt texture that goes over the chrome. As you can see, in painter the dirt is much smoother and not so pixelated but in VRAY it sticks out. Any tips on how to correctly go from Substance to VRAY?

I tried separating out the dirt and base material into two materials by using a vrayblend material but there are really weird artifacts in the render of the soloed dirt material...

Also the rust on the black part seems duller than when in Painter which I don't understand...(maybe it's just the lighting...it's the same HDRI as in painter though) I have looked online but honestly I've tried everything. The textures are brought in Maya in RAW and Im using ACES filters in substance so that's why I have the gamma nodes on the reflection/diffuse maps, to counter the 2.2 gamma that substance puts on the color maps upon export.


Thanks for any help!
Sky Waters

4
Hi, so I am creating a highly detailed vehicle model that would be the hero asset but I have a few questions. First, I am using UDIMS and I'm questioning wether to use a 4k or 8k texture map (it's for film). Now, I have a problem because I know the camera will be close up on certain parts so I had to unwrap those parts with a higher telex density than other parts and I know that the general rule is to keep everything the same telex density. The only way I know I could do this is if I increased the map size to 8k so I can scale down the parts I previously scaled up. Another example would be the interior of the vehicle. There are buttons that will have close ups but the size difference is so much that I increased the telex density just for those parts. I just need some suggestions as to what is the correct workflow in UDIMS for a hero asset that needs lots of detail everywhere.
Thanks, Sky

5
Ok thank you for all the help and I won't post in two places anymore. Sorry about that.

6
Here is the shareable link. It's in google drive. I fixed some of my uvs and that solved most of the problems. There are only small artifacts left on the bake around edges. And one in particular around the hub cap of the wheel. I only included the problem parts of the mesh in this FBX to make it easy for you to see. Also, the material ID maps are missing materials when I bake. For example, the tire is green but the rim should be a yellow color id. Instead substance makes it green too so I can't make a mask. This only happens when I check the "use low poly as high poly model" in the common tab for bake. The problem is, I need that checked because I am not using a low poly model to bake at all. Thanks for all the help I have received.

https://drive.google.com/open?id=1uTP4Lcmxs5yNukH4ZRs_L4xMJT7YVHQj
 

7
Just so you know, I am not using a low poly mesh anymore. I am only using the high poly by checking the "use low poly as high poly mesh" in the common bake settings. The mesh is called "problem_part" and you should see it in the same folder I shared with you before. Below are pictures of the issues.

9
I just ran into another problem, as you can see, there is a weird striping artifact around certain edges when I bake. By the way, I chose to bake directly to the high poly mesh. I have anti aliasing on and lowered the rear and frontal distance to .005. Any help is greatly appreciated. Also I have a link to my imported uv'd model that Im using. Any errors found will be noted.
https://drive.google.com/open?id=1sezShfvbTgjqW6j0jVV4k870jC-rSyZC

10
ok got it. I reduced the rear and frontal distance to .005 and it seems to work better. Is there any reason I should try a low poly and high poly mesh workflow if it isn't used for games? Also I am getting a strange artifact at these edges. Any idea? the pic below shows it. I tried increasing the dilation width but that didn't do anything.

11
Ok thanks for the response. So what you are saying is that I should try baking with just the high poly model? (I do have a low poly one but I am unsure of what the benefit would be for using it...maybe you can explain) Also, what would you suggest for distances I should try for the ray distance.(higher or lower?) This mesh won't be used for game purpose so my end goal is maximum quality. If I don't use the two mesh route, do I have to change any settings in the "common" tab before baking? I will send you the mesh in a google drive too if you want to take a look and see what works. Thanks again.

this is the sharable google drive link to the high poly mesh
https://drive.google.com/open?id=1sezShfvbTgjqW6j0jVV4k870jC-rSyZC

12
So after baking with substance and trying to texture, I have run into this issue where when Im trying to mask a texture set to different materials within that set, I get pixelated seams. The picture below shows that on the wheel of the car. Also, another problem Im having is that in certain parts of the car where there are close objects the bake is baking it onto one another. For example look at the picture of the mirror and window. Any suggestions of how I can improve the UV's and or process would really be appreciated. I can give you the meshes through google drive once I get a response. By the way, for the baking process, I am using TWO HIGH poly meshes that are exactly the same except one is an "_ID" naming vs. "_high". Also I'm using UDIMS so check out my uv's. Thanks.

13
Ok thanks for the response. so how would I get rid of the overlapping. I am assuming the overlapping comes from the inside mesh because certain parts have "thickness" to them. I didn't seem to think that would cause issue because many times you can't see it. Should I just uv unwrap the extruded thick parts and then relay the inside "walls" so they don't overlap? thanks

14
Ok thanks so much. I just sent you the google drive shareable link with the FBX files. Let me know if there are any problems opening up. I know that sometimes I have issues opening it up so I have to use obj. Also the low poly mesh has high poly parts because I modified an original high poly mesh. Thanks

15
ok what do you mean by proper orientation? I have checked to make sure that the parts of the mesh that will be facing out are blue in the uv editor meaning they are faced the right way. Also, you said "padding" so I would guess you mean they should be spaced out more? how much? I can provide the file. There are three meshes. A low poly, high poly and high poly ID. To bake I used the High poly ID and high poly mesh. I did not use the low poly one so there should not be a problem with the uvs matching up. How can I send the mesh or file? Can you use Maya? thanks again

Pages: [1] 2