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Messages - msperling

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I am used to zoom into a 3d scene or a 2d graph by pushing the camera away from the focus point. This means moving the mouse cursor upwards during the click pushes me out. Moving the cursor downwards during the click pulls me in.
However I am also used to zoom into a scene when scrolling the wheel away from me. To zoom out I usually scroll the wheel towards me.
While this sounds somewhat counterintuitive it is the way my finger muscles were trained by countless applications.
In Substance Designer however the scroll wheel works exactly as the button push/pull. Inverting the default zoom methods inverts both buttons and wheel.
Can you provide a flag to separate the inversion from button and wheel zooms?
Or is there a way I could do that myself? Ini file, registry entry or whatever?

Thx :)


I'm getting somewhat unexpected results from a distance node that is fed with warped random tiles.
Everything works fine as long as I utilize the random tiles directly. The setup is taken from Wes' procedural rocky ground tutorial and modified.

The browser of a big company was surprised, too, and thought it would be a great idea to show the exe as text instead of downloading it.
Thanks to Mozilla this wasn't a big issue.

Hey thx for taking your time to answer that question.
I feel really tempted to buy SP2 - so adding PayPal would be greatly appreciated. Will try the trial in the meantime.

So I wanted to check my options to upgrade but sadly there's only one way to pay you - via credit card.
Will you add other payment options in the near future? Like PayPal?

Hi there,

me and my colleague are experiencing some serious issues with the current release.
He is running the standalone version from this website while I have tested the same on my personal Steam version.
Preview icons for the following shelf items won't work/show up:
- Procedurals
- Generators
- Textures
- Filters
- Environments (one out of all works)
- Shaders (one out of all works)
- Particles (one out of all works)
- Brushes
- Particles (for Brushes)
- Tools
- Materials (partly - some showing, most not)
- Smart Materials

Trying to close the program via X-button (top right corner) does nothing.

sorry, didn't see that there was already a thread linked to the same issue - for anyone else here it is

Hey Fabian F.,
I must have missed your suggestion from the other thread:
Hey kashif.c.riley,

if you really would like to author your maps in Photoshop, for instance, you wouldn't want to author them darker and recalculate every time you make a change. It's quite confusing :P
What you could do is to create your own working space for Linear sRGB colour. To work just like you would normally you could use a proof setup to view the image in sRGB with a Gamma of 2.2, even if the actual image is linearised.

The biggest benefit I see doing that: You won't get those dark rims around blended colours, which you do get when not working with a linear colour space because Photoshop does the maths wrong somehow.

If you really need to use Photoshop this would the setup I would recommend. If not, just use Substance Painter :P

Best Regards

So what I did in Photoshop was to create an ICC Profile with Gamma 1.0. And whenever I need to modify a metallic-smoothness map from Substance Painter I switch Photoshop to that Profile, open the texture, do my stuff and save it.
With the proof Settings under the view menu you gave me a new toy to play with, thx. :)

But now I wonder. Since the Unity Standart shader seems to assume sRGB textures (even for smoothness?) do I really need to go this extra mile at all? If I read correctly in the other thread you are not required to "Bypass sRGB sampling" for metallic-smoothness maps. Does that mean Unity expects them to be in Gamma space? Confusion.

Hey, I've asked this question on the Unity forums but figured it might get answered over here faster in more detail and with more expertise.
What do I have to keep in mind when opening the exported metal/gloss texture from SP in Photoshop to do some tweaks?
Does Photoshop tamper with the image in the Background when saving (e.g. converting from linear to gamma)? If so, can I disable this behaviour?
Is a 16bit normal map and metal/gloss map really required - or can I convert them to 8bit in PS (again, tampering with gamma this way?) without losing too much quality in Unity? Also Unity realted: does that engine actually make use of 16bit textures by default, or do I need to manually adjust the texture compression?

I figure these are mostly non-SP-related questions. But I hope that others seeking to use SP with Unity will benefit from your answers as well.

Ok I see that this might be intended for UV modifications. I suggest adding a functionality to manually propagate the changed id map into the layer stack on demand. This way you won't accidently forget a layer which can happen when the stack grows. I'll post this on uservoice when I find the time.

By the way I want to thank you for an awesome set of tools and your very dedicated community support. You are great!


I had a bug several times now where changing (reloading) the color id map did not propagate into masks where the color selection mask had been used to drive some effects on fill layers.
Only after clicking on the actual id map (that button) and reselecting the now modified version within that mask effect I was able to refresh the layer stack.
Let me know if you need a *.gif if my description sounds somewhat weird.

is there a way to flag a normal map as OpenGL so the shader inverts the green channel?
I bake my maps with Maya (for Unity). SD seems to rely on DirectX maps for the viewport shaders, though.

What I mean is a flag on the ressource though. Not inside a substance graph. This would also be ideal for the baker. You would only have to set this value once on the ressource and the baker could check that flag.

Thx Wes.
Baking submeshes to individual textures or a selection of submeshes to a combined map would be great.

Hey there,

with the default parameters setup like this $(mesh)_$(bakername) I can not differentiate between submeshes.
Is there a parameter that I can add e.g. $(submesh) or $(child) that creates map names that reflect indidivual child meshes?

Other parts of itself (the cage mesh) or other parts as in the mesh the cage is used for or other parts as in other submeshes that don't belong to the current bake?
Sorry for nagging, that's some useful finding you have there :)

Hard to tell. Can you show the UV layout of the mesh and point out if the geometry we see here has its uv island moved outside the 0-1 range?

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