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Messages - cjwidd

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151
Substance Source in Substance Launcher does not download substance files into a organized folder structure. Downloaded assets should be automatically organized into a folder structure that mirrors the categories used to organize substances on Substance Source. Coincidentally, the 3ds Max Substance Source integration does this already.

152
Has Adobe offered any opinions regarding the position of Substance Trebuchet, Substance Source, or Substance Share with respect to the Adobe CC service?

153
current working solution is described in parent thread on Corona forum

154
TL;DR: What is the correct export configuration in Substance Painter to alleviate the need for subsequent output modifications in 3ds Max / Corona

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I have reviewed the available documentation and forum posts describing how to achieve parity between Substance Painter's Iray and realtime viewport with Corona Renderer. Almost all conversation concerning this topic points to Dubcat's post, which was last updated a little over 2 years ago.

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All exported textures use the following color depth settings:



[TARGET APPEARANCE]
Substance Painter 2018.2.1 - IRay


Substance Painter 2 Corona export preset [rendered in Corona; texture import: Automatic]



Right off the bat, the glossiness is incorrect; never mind the fresnel IOR

Substance Painter 2 Dubcat export preset [rendered in Corona; texture import: Automatic]



I have prepared the material based on what is described in the forum post. Glossiness is incorrect, reflection color looks incorrect, but may be a function of the fresnel IOR(?) I am certain there is something wrong with the material graph for this shader, but I am unsure what exactly.

Substance Painter 2 Corona export preset [rendered in Corona; texture import: Automatic; glossiness tweak + IOR map]



Critically, the above material is a layered material. In any realtime renderer (e.g. UE4, Unity, Marmoset), a single shader could be used to accurately render the texture set for each asset; in fact, in UE4 only three textures are required, including a channel packed ORM (occlusion, roughness, metallic) texture. However, in 3ds Max / Corona, seven different textures, including a blend mask, a unique output curve, and two shaders are required to achieve the desired result.

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It is clear that I am misunderstanding something essential about how to achieve parity between Substance Painter and Corona Renderer in terms of export / import settings, color depth, or the like.

Given that glossiness and fresnel tweaks go a long way to recovering the appearance from Substance Painter, the question becomes:

What is the correct export configuration in Substance Painter to alleviate the need for subsequent output modifications in 3ds Max / Corona

155
I've seen a few forum threads requesting 16k export dating back to as early as 2014. In 'preferences' you can set a cooker size limit of up to 32k. Is it possible to export 16k-32k bitmaps from Substance Design 2-18.1.1?

156
I have never before seen this artifact in Painter. I know it has something to do with the normal map and it only appears in Iray, not in Max, not in the editor viewport.

Those strange "barcode" shapes are not roughness maps. The material is a blank fill layer with only the color channel enabled. You can see the repeating "bars" are filling the triangulation of the mesh; you can see the lines break to form triangles. I have no idea what is causing this.

Win10, Substance Painter 2017.3.1


157
Hey andre.pires,

could you please post screenshots of your issue and one or two comparison shots from Substance Designer?
This would make it a lot easier to determine where the issue is, because 'they are different' gives me no hint at all ;)

You mentioned the reflections are way off, is this the only issue? Please try to describe the issue as good as you can, if it is not obvious from the screenshots.
You are sure that you've just exported bitmaps from Substance Designer (.png-format, for instance) using the 'Export Outputs' option from the graph toolbar? Uncheck the srgb-checkbox in the texture settings in Unreal before creating the materials is necessary. You need to uncheck it for the roughness map and the metallic map, leave all other maps untouched.

If you created the materials already and changed the checkbox afterwards, be sure to change the imported texture in the material, as well. You need to adjust the colour/linear interpretation in the texture inside the material. Unreal should warn you if it does not fit the texture settings in the content browser.


Best Regards

Thanks a lot man, saved me

158
Substance PainterSubstance Painter - Discussions - Re: UV Seams: Editor vs. Iray
 on: September 05, 2017, 06:10:57 pm 
Right, I see where you are going with these suggestions - and I appreciate them - but I am a little more concerned with Iray, in general, inside Substance Painter. True, I could just switch to a different renderer (e.g. Keyshot, Marmoset), but I do love just cranking out a render inside Painter, without ever having to jump to another software and reload all the textures, setup a camera, lighting, etc.

159
Substance PainterSubstance Painter - Discussions - Re: UV Seams: Editor vs. Iray
 on: September 05, 2017, 12:25:24 am 
Hey, I was just about to send the low and high poly model with log file. It sounds like that won't be necessary?

1. If I import that normal map into Unity or UE4, should the normals appear correctly? Yes
2. For now should we trust the editor view or Iray? Editor
3. Is there a workaround at this time, or a scheduled hotfix?
4. Does this imply that Iray rendering in Substance Painter is basically on hold until a fix is available?



160
Substance PainterSubstance Painter - Discussions - Re: UV Seams: Editor vs. Iray
 on: September 03, 2017, 04:31:50 am 
any advice?

161
Substance PainterSubstance Painter - Discussions - UV Seams: Editor vs. Iray
 on: September 01, 2017, 11:19:20 am 
Really not sure what I'm doing wrong at this point.

- smoothing groups per UV shell
- UV shell per hard edge
- 4096, 8x AA, average normals, .01, .01

editor
iray

The normal map looks excellent in the editor, but includes extremely visible seams in Iray. What is the issue?

162
It would be nice to be able to copy and paste filters, generators, levels (etc.) from one material stack to another.

163
Would be nice to be able to right click a color field and be able to copy that information and be able to paste it into another color field. This is possible in Unity 2017.

164
Substance PainterSubstance Painter - Feature Requests - Re: Transform Tools
 on: August 07, 2017, 11:06:31 pm 
Right, I figured transform tools would be a pretty big stretch. I think the Iray  "saved view" (camera orientation) mentioned in a previous post would address this satisfactorily.

Substance Painter definitely has room to rival an application like Marmoset Toolbag, in some respects. It is a *huge* time saver to pop into Iray and setup a render, rather than exporting / importing into a separate app, at least for static renders.

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