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 - zeppelin3855

Pages: [1] 2 3 ... 6
they do not - linear interpolation will blend between value A and value B based on the blend value X.

the blend value X decides what percentage of A and B end up in the final result to make up a sum of 100%.
if A is 0 and B is 1 and the blend value is 0.3 it means that 30% of one value and 70% of the other value get combined for the final result. in this case it would be 70% of value A and 30% of value B resulting in a final result of .3.

clamp for the parameter will just limit the UI to not allow you values outside the min-to-max value range.

there is also a clamp node that will limit the values in your calculation to not go outside of the min-to-max value range.

I've got fully understood thanks to you.
I really appreciate with your help.
Have a nice day:)

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.

Set 'Distribution' to 'Uniform' in the AO baker settings.
I gave it a try as you told in addition to set 'Ignore Backface' unchecked and then got great result!!!
Thanks for your support.
Happy new year:)

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.

The issue you see here is that now your scene is much larger, since you have rocks that are far from each other. The position colors being based on the scene bounding box, the color gradients you see on your rock are much less contrasted since your rock only takes up a little bit of the entire scene lenght, width and height, that's the expected behavior.

I really thank you for your kind explanation. So the distance between the rocks was responsible!!!
Thank you very much:)

A position map bakes the world space position of vertices in the scene. if you have multiple elements sharing the same UV in different parts of your scene, we can't bake the position properly.

Thanks for your teaching, Mr. Noguer.
Let me get this straight once more please.

Can sharing the same UV outside the texture area(like the 2nd image above) be a problem? I already knew that sharing UV 'inside' the texture area is not acceptable.


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.

There shouldn't be any flipping unless you set your project ot OpenGL in Painter. You can check in the Project Configuration wiindow in the Edit menu.
Thank you for your support. I'm going to check it as you taught.


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 - Re: Can I fill entire map?
 on: January 12, 2018, 03:13:47 pm 
Ah, I think I understand now.  You want to create a tileable texture.

It sounds to me like you possibly need to get into Substance Designer.

Hmm... I wonder...
What if you had a simple plane object, square, and the UV map filled the entire 0-1 UV space... and then you applied a texture to in in Substance Painter, and then exported the texture maps.  There's probably a much more elegant approach, but it's an idea.

Yes. I love to work with SD when working in SP. However, I wondered if there is a dedicated feature to solve my question for benefit of short working steps.

I suppose that your suggestion is going to work well! That's a pretty simple and straightforward trick.
I really appreciate for your help.

Substance PainterSubstance Painter - Discussions - Re: Can I fill entire map?
 on: January 07, 2018, 08:04:33 am 
When you EXPORT your maps, they will (can) fill in all the space between the UV islands.  It's not uniform or pretty.  It's made to help eliminate gaps and edges and lines and stuff.  Other than that, though, you are basically painting the mesh.

Thank you for the answer.

My purpose is to use one of the procedural gray scale maps as a roughness map in game engine. It's to be 'tiled' in UE4 so 'tilable' roughness(something like cloud series) will go into a specific channel of custom rgb map(e.g. R for metallic, G for tilable roughness, B for AO).

I hope I can make it someday. Thanks for your support.

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.

The rotation and rotation random in the 'pattern' section are fixed rotation. There is a separate 'Rotation' section for regular rotation

Thanks for the help but I couldn't get the Fixed Random Rotation effect. The new version of Rotation Random in the Pattern section just worked without fixed effect in my case.

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:)

Pages: [1] 2 3 ... 6