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Topics - zeppelin3855

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My apology for beginner's question in advance.
I'd like to know what the Linear Interpolation node is about.
My knowledge of it so far is that it's something like 'clamp'.

Do setting clamp true(Fig.01) and using Linear Interpolation(Fig.02) work same operation?
I guess they don't.
Let me know the details please.

I need help with baking much more decent AO map. I've prepared a simple example for it.
As shown below, I made two separated geometries and put them in same texture set.

I've set Self Occlusion to 'Always' in order to get ambient occlusion effect on the area where two geometries meet.
But I found some white pixels on the intersection. I really want them to be filled with complete gray so that the objects look solid and united.

May I ask how I can fix it?

PS. I've checked the post 'How to request help about baking' now. I'm sorry I didn't follow the rule.


If you have some problem with baking position map, this post might be able to help you.

Is there anyone who has position map that is almost uniform color? I 'was' one who did. Look at the first image below. I made a simple rock mesh for explanation. Position map generally looks like that(All Axis + BSphere).

But as an environment artist, I usually work like the 2nd image. With creating some clones, I used to organize same render mesh for portfolio or something. I never forget to move the UVs of clones not to bother baking mesh maps. Yesterday, I realized that this work style can create artifact on position map(the 3rd image).

Did I miss something? I strongly believe that baking with cloned mesh is pretty usual way.


When I bring Substances(sbsar) and utilize them inside SP, sometimes(actually a lot of time) I feel the normal maps of sbsar seem to be inverted. So whenever I found that, I use Level and make the g channel invert for correct look.

Did the autometical normal flipping really happen or did I get it wrong?

Both normal of mesh map and Substance are made with DirectX. I'v checked them.


Can I see Substances(.sbsar) with their icons in the library window?

If I can’t, may I ask this feature for the new updates? I’m going to deeply appreciate for that.

Thank you.

Substance PainterSubstance Painter - Discussions - Can I fill entire map?
 on: January 07, 2018, 04:40:34 am 

Is it possible to fill entire map? If I use fill layer, materials or other procedural contents are fit just inside of the uv islands as shown below.
I feel that's pretty handy feature and I love it but sometimes I need to fill entire map as well as uv islands for specific purposes.

Can I do ‘Fixed Rotation’ in the Tile Generator of the latest version? I want to do fixed and random rotation as I've done with previous versions.

Happy new year:)


I have a problem that I've been struggling with for so long time. It's about tile generating for something like foliage.
As the images are showing, there might be two cases after tiling with the tile generator.

As for pebbles, I think going like the top image looks reasonable. As for foliage, however, I definitely want to have like the bottom one.

Are there any handy ways to achieve this just using the tile generating nodes? Setting the luminance random value to max worked but that was not enough to get the best result.

I really need help for this and thank you very much in advance.


I have a problem with positioning something on specific area. Here I have some photos.

After splatting an sample (Fig.02 just suppose that it's something like moss) and when it's gonna be
blended over only the black area of Fig.01, I have no choices but to get the result like Fig.03 for now.
But that's Not what I want because as you can see, the bricks are cutting the samples.

My goal is to get a result like Fig.04.

Are there any tips or tricks for this?

I often find Substance art works that have this issue solved via Artstation.

Thank you very much in advance.


I found that importing bitmaps creates a folder named "package name.resources".

If I miss the folder, the graph also gets into error. In order to avoid that, I'd like to embed all the bitmap resources to the package with no sub folder.

Can I really do that now?

Thanks in advance.


We have two types of tri-planar projection feature in SP. Old one and advanced one.

I just guess that old way operates basing on low res mesh while advanced way does with textures(worldspace normal and position).

In my experience, old way is also very awesome but when I applied it to the mesh that has hard edges like fig. 01, it didn't work well.
So I added advanced tri-planar projection filter to fix it but I couldn't get better result(fig. 02).

I've seen the result like fig. 02 in Substance Designer too. So I suppose that projection using textures creates artifacts in a specific case.

Sometimes both of them works pretty well but I hardly get the clear point for how I have to utilize with them.

Are there any tips or conditions for better use of tri-planar projection feature? When should I use old one and what's the benefit of advanced one comparing to old one?

Thanks in advance.


I have a problem with baking normal. It's about wire bleeding(Can I say it wire bleeding?).

As you see the photos below, some lines which came from low poly have been drawn on normal map.
I've set the 'max frontal distance value' to very low and the low poly has single smoothing group.

I guess setting multiple smoothing group would help for this issue but I really don't want to go that way because multiple smoothing group creates hard edges.

I need advice on this and thank you in advance.

I apology for the beginner's question in advance.

I've been trying to make a normal source for using in SP but couldn't get it. I'm using Substance Designer for that.
I prepared a simple graph for better understanding as shown in Fig01.

We have a lot of normal sources under 'Hard Surfaces' category and they(not all but almost) have transparent area on outside(Fig02).

How do you get exactly as they are? I just suppose that transparent means complete black in SD's grayscale node but in my graph, the outside of overall circle can't be black. Of course I could manage to get the transparent area with some blend nodes but actually it was struggle to me and I guess there should be much easier ways.

Do you have any tips or tricks for that?

ps. I have one more quick question. After editing normal in SP, can I feed the changes to AO and curvature map inside SP directly? I know utilizing custom filter is one of the ways but I'd like to know if there is a dedicated function inside SP.

Thanks in advance.


 In my opinion, using SP with custom Substance is one of efficient ways and so that's the mindset I'd like to keep when I work.

 I've seen the video in Allegorithmic Youtube channel(That's my regular visiting place).

 The video is "GDC 2017: Substance pipeline and toolset for Paragon heroes w/ Brad Smith".

 In that video, He introduced how he utilizes Substance in SP with custom channel. That was great and so inspiring because before I saw it, I hardly imagined that I could use Substance as a new channel.

 In fact, the Substances he showed are made for custom filter but they are not just a filter. He associates them with custom channel in SP so that he can paint them out as we do with almost same way on basecolor, roughness or other basic channels.

 At the end of the video, he introduced how the Heat filter(one of his custom filters) is organized and the way of utilizing it in SP so I really appreciate for that.

 Another cool filter is Paint Blistering filter(shown on 28:37) but I'm confusing because it doesn't look simple that much.

 As shown below, as the Age channel value gets increased, the number of blister sample gets larger and when the channel value reaches to near 1.0, the filter shows quite different another effect like worn paint not just blister. I think this doesn't look like just changing area which used to be implemented simply with level node but it looks like controlling the actual number or shifting of something but I couldn't see how the filter's nodes are organized to enable this wonderful works so this is why I'm confusing.

 Is there anyone who understands of how it goes?

 I know my question might sound so generic or I didn't may get the point of what he taught.
 I just want to discuss with this topic freely and get some hints.

 Thank you very much.


 I Have a problem with baking normal map when it comes to a cylinder type model. Here are some images to explain what this is about.

 Above one looks decent to me but when the camera's position changes like below one, wavy line shows on the edge. That means, I suppose, the normal map has not been created by right way. I know this issue belongs to general CG theory so I apologize to ask here.

 And I know one of solutions. That is an editing cage in external application. But sometimes doing that is pain to me so I want to know if there is a way how I can get clean and nice normal map in SP or SD baker without custom cage.

Thank you very much.

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