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Messages - volker

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Still waiting for them splines in the line tool so I can do me a proper stitching, that is more important to me then IRay,

Yes, splines would be great (for stitchings, and closed ones that you can region fill). 3D Coat already has them (and other handy painting tools that Painter doesn't offer), so for certain tasks I'll still switch to 3D Coat.

I could well have done without iRay, that is not a feature I would have missed. They should imo have implemented UDIM support right out the box instead.

Yes, better pass it through another program. I use Modo for this. Rename the objects properly (with _low extension for the mesh names so I can use the 'Match by Mesh name'/ 'Only same mesh name' features when baking normal and AO maps), and assign materials (a unique material name for each sub-object I want to paint).

Check the groups in ZBrush. Activate the 'Draw Polyframe' button in ZBrush, and check if there are groups in the mesh that mess up your model in Painter.

Click 'GroupVisible' in the Polygroups panel, and export again.

Yes, the 'Pause iRay' button needs to be disabled, obviously, when iRay isn't running.

First button I clicked after very first startup, instant crash.

Substance PainterSubstance Painter - Discussions - Re: Necessary maps?
 on: March 16, 2016, 05:01:32 pm 
You can benefit from a lot of different map types that you can also bake directly in Painter. What maps you should bake depends on how you are planning to texture your model. If you plan to use smart materials, you should bake all maps utilized in the smart material you want to use/ edit/ create, else the material won't look correctly.

I usually have a UVd lowres mesh and a matching highres version of it to bake normals, world space normals, AO, curvature and position maps. If you plan to create e.g. a fake SSS effect, you probably want to bake thickness additionally. If you have several different materials per object, you might want to bake ID maps and use those to mask your materials. You can e.g. use the UV shells for that, or paint the IDs onto your model using vertex painting in an external program.

Click on Edit -> Project Configuration, click the Select button and browse for your new mesh, click Ok. All textures will be projected onto the new mesh.

Only works if the objects in the file have matching names, and you need to re-bake the additional maps if the UVs have changed.

You can paint them all at once
That's a little misleading as you can't paint across texture sets. You can only paint on one at a time. You can view them all at once, but only work on the currently selected one.

If they've changed this recently, as in the last few days, then please let me know how because it drives me nuts that it can't be done.

Pretty harsh limitation, yes, and something I hope they change really soon.

Thanks for your answer. I must be doing something wrong here, but don't know what it could be. When I activate 'Match by Mesh Name' (and 'Self Occlusion -> Only Same Mesh Name'), the normal and AO bakes only produce completely black images.

What I did:

- create the object to be painted in Modo. Assigned distinctive material names, and named all the mesh parts with a '_low' suffix.
- duplicated the objects and subdivided them a couple of times (to produce matching high res meshes, for testing purposes).
- re-named all the subdivided objects with a '_high' suffix, while keeping the rest of the names unchanged.

- exported the low res meshes into a single OBJ file and imported that into Substance Painter
- exported each high res mesh into separate OBJ files

- opened the baking menu in Painter and loaded all the separate high res meshes into the 'High Definition Meshes' list.

Baking produces black images for the Normal and AO bakes. Tried to put all high res meshes into a single OBJ file and loaded that into the list instead, same result. No usable bakes.

Whats going on?

Newbie question: Is it possible to bake only self-occlusion for a specific object in Painter? Meaning, no other objects in the vicinity cast any occlusion onto that object? What settings do I adjust?

Is it only possible to do that when a matching highres object is loaded in the 'High Definition Meshes' list?

Hi! I'm a new user also. Can you post the object you have imported, in what program have you created it? Is it set up correctly before import? Meaning, you need to apply materials to it for each element you want to paint separately. For a character, e.g. assign a material for the head, a second material for the shirt ect, and give those materials distinctive names in your external program (I use Modo for this). Those will be the names of the elements displayed in the TextureSet List in Painter.

Those material names need to remain the same if you later decide to change the UVs and re-import into Painter.

I just tested it on a simple object I created in Modo. It works, when I create a second OBJ in Modo with completely different UVs and import that into Painter, the texture information is baked onto the new mesh. I then re-baked the textures (normals, curvature ect).

I have not been using substance painter for a very long time, so it might be user error. What I have experienced though is that the texture export preset for Redshift seems to be incorrect for metallic materials.

When I have an object with completely metallic material in substance painter and export the textures for it using the Redshift export preset, the diffuse texture for that object will be (more or less completely) black. When I render that object in Redshift (XSI), the metallic part is completely black also. I need to unplug the diffuse texture in order to be able to render it in a metallic appearance, the diffuse texture must not be black.

This is a problem if the object has multiple sections with different materials on it (my object is a hammer - single object - which has a metallic part and a plastic part - the handle). I need to invert the part of the diffuse texture that will be displayed on the metallic part of the object in Photoshop manually.

I'm trying to figure out how to bring textures generated with Substance Painter into XSI and render the object using Redshift.

The question is not really Substance Painter specific, rather XSI specific, but maybe someone can help anyway since it offers a Redshift export config.

I'd like to know if there is some way to import the textures into XSI and connect them to the appropriate objects and material inputs automatically.

I'm asking this because if the textured object has many separate mesh pieces, with 6 or 7 textures each, it is a real hassle to connect each texture to the correct shader input manually.

I'd be great if there was some automated way, some plugin or such that creates a separate Redshift material for each object, connects the correct diffuse texture to the diffuse input of that material ect.

(PS: it would also nice to know the reason why I have to change my display name here in the forum each and every time I visit. It always resets to my real name)

I own substance designer since 4.0, but never used it much. Just upgraded to 5.0 (5.3.3), wanting to now really dig in, and am too under the impression that it is much slower than 4.6 was.

Drag-dropping a node (like e.g. a noise, or just a blending node) into the graph often takes several seconds, navigating in the graph is slow (and I haven't created any overly complex stuff yet), and I often have to kill 2 or 3 substance designer processes in the task manager after quitting and trying to start it again.

System is not super great, but not bad either (Geforce GTX 680, Core i7 3770K, 32 GB RAM, Windows 10).

What I'm talking about is this:

I'm dropping the node immediately when the cursor is above the graph window. Is this normal behavior, or is this unusually slow?

I have tried the newest painter version with Windows 10 (Geforce GTX 680/ 355.60 driver) and have encountered a severe issue.

Imported a new obj and worked on the materials. Created a new group in the Layers stack, renamed it, created a new fill layer. When I now try to drag-and-drop the new fill layer into the group folder the entire system crashes. Nothing works anymore, screen freezes, mouse doesn't move, can't press ALT + F4, nothing. This is reproducable, it happens each time I follow the above steps.

I need to pull the plug and boot into Windows again.

I am using Modo and do not have any problems concerning smoothing. Materials from Modo are recognized in Painter without problems, also (OBJ format).

Smoothing in Modo is applied using materials. Make sure to apply a unique material for each texture set you need in Painter, save as OBJ. Should work.

LXO format is indeed imported into Painter without smoothing, don't know whats up with that, but I'd say the problem lies with Painter here.

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