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Messages - Mone

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1
Hello there,

although I am merely a beginner with MDL, I tried the MDL Malachite Material Breakdown tutorial (expert level, I know). Whilst everything was working fine, I run into a problem in the last bits of the tutorial. My MDL graph is not working. I followed every step of the tutorial but instead of the Malachite, I just see a dark cube. I checked the original .sbs-file, but what should I say: There is also just a dark cube.
I could track the problem down to the point where Mark mixed the AO map together with the Malachite Anisotropy and the polished stuff. Seems that the material surface node does not like the input by the weighted layer node in the AO-frame. If I plug the weighted layer nodes from Malachite Anisotropy or the polish-frame directly into the material surface node, I get some results. Not the intended results (too bright, etc.), but at least something.
Second thing I tried was to exchange the weighted layer nodes with a custom curved layer node. Has the same inputs /output and with my beginner thinking, they both seem to work like a blend node. Plus the custom curved layer node in the standard template worked fine. Result: Well it did something. Instead of pure darkness I get now a black cube with golden reflexions. Looks like metal. Not a malachite though. :(
As Marks original .sbs-file also does not show up the correct results, I suspect that a different MDL-setup is necessary than it was two years ago. Or my SD-installation is broken.

Any other ideas?

2
Did anyone come up with a solution yet? I am having the same problem:

1. I modelled a door within maya and divided it in three different meshes (named ..._main)
2. The copy of the model is coloured with three different lambert materials for the ID map (here the meshes are named ..._id)
3. I exported the model to fbx
4. Tried to bake the mesh maps. All of them are working except for the ID map. Settings are with the ID-fbx as high definition mesh, matched by mesh names with the appropriate mesh suffix. Color source is set to Material Color, Color Generator is Hue Shift.
5. The ID map is completely grey.

Things I have done so far:
1. Checking for updates for Maya 2018 and Substance Painter
2. Double checked the ID.fbx file with Blender to make sure, that the standard lambert materials were exported properly, which is the case.

Now I am running out of ideas. Any suggestions? Is there an opportunity for some kind of debugging within painter? I am also not sure, where these mentioned log files are located.

Any advice is much appreciated. Thanks.

3
Hello,
though this topic seems to be quite unattended for a couple of time, I just want to throw my problem with UV seams in here, as it seems to fit.

As a beginner I went through the "Getting started..." with Painter and Designer Tutorials and now I want to try it with my own models. But now I run into the same problems with UV seams and the curvature map (maybe another map as well, which I just haven't noticed yet).

The seams on my model are clearly visible as I try to create a black mask with the mask editor and the usage of the curvature map:



Things I have tried so far:
1. Using tri-planar projection (works for the fill layers but not within the mask editor).
2. Baking the curvature map with different settings. Even enabling or disabling the seams does not have any effect. I still get these artifacts on the seams.


3. Trying the algorithm per pixel and vertex, but pixel is still the better result:


4. At least I tried to paint the artifacts away, but nope: No painting on the curvature map possible
5. Tried to export it to pdf, to overpaint it in another program. Clever move Adobe, only export function to Photoshop possible, but I am using Affinity.  :(

Finally here is a picture of the UV Layout. Of course I could stitch the UVs all together but for a better texel density I decided to cut the larger parts. So until now I am struggling to find a balance between UV-space-efficiency - amount of seams - requirements for painter.



So any advice or pointing in the right direction is much appreciated.

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