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Topics - mario.baldi

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Hi there,

I'm new to Medium and VR sculpting but I already love it.

My only issue with it is that I find a bit difficult to blend together the strokes, or obtain clean shapes.
In my opinion it would help if we had some more brushes that are constrained to the surface, and blend nicely like the "clay" and "hpolish" brushes in zbrush.

The Clay brush in Medium is a volumetric brush that adds foam in a 3D space, or it can be constrained to the surface... but the clay brush in zbrush is a surface brush that sample the points on the surface under the mouse to find an averaged center and to find an averaged normal. This ensures that the stroke blends very nicely on the surface.

Another thing that I think would help, since Medium is SDF based, would be to add blending between the stroke and the existing volume, as currently there is no soft transition and it feels a bit hard.

Thank you for listening, and congrats about this awesome software!
Hope to see a new release soon :)

Hi there,

I just wanted to make a list of features that are either missing or not working properly.

1) UV Space. I would like to choose what range I am baking. This is especially important for files with UDIMs.
The workaround is having a duplicated file (from the one I use later in painter) where I assign a different material to every UDIM, and then move all the UVs between 0 and 1. This way I can bake by material... which brings me to the second problem.

2) Bakers don't remember the selected materials. If I want to... let's say, bake the normal map for "material1", then the normal map for "material2", I will have to manually activate/deactivate my bakers, and correctly select the material material in the left column by hand, baking each one at a time. I consider this a wrong behaviour/bug, as I loose the ability to batch the baking process.
An "Override selection" checkbox would be useful here.
3) Filenames with lower-case letters only.
In "Override Common Output File Parameters", when choosing a name for the baked file, only lower-case letters are allowed. In our pipeline we use lower and upper case letters for filenames (yes, I know :D), and changing the name later is a bit a annoying.

4) Folder name always defaults to the Substance Designer folder when activating "Override Common Output File Parameters".
This is a bit annoying, because I would prefer it would keep the folder specified when the override checkbox is not activated. Instead, if I just want to change the filename, I need to change the path everytime.

Hi there,

Where I work we've recently found out what it looks to be a very strange issue (SPainter v. 2.5.3 ).
Long short story, the "normal" blending between layers that use a mask seems to be off, with painter heavily desaturating transparent pixels on bright backgrounds.
Please note that in Designer this blending mode ("copy") works as expected, exactly like in photoshop.

Here a picture showing the issue:

In the picture above, I've used the exact same color and the exact same mask in all the applications.

Please note that, if the background was perfectly black instead of white, the result would have been correct.
The more the background is bright, the more transparent pixels get desaturated.

I personally consider this a bug, not only because its behaviour is different from its twin app Substance Designer, but also because this is the most basic blending mode.

Hope this helps.


Hi there,

Are aliases working correctly? I can't setup a filter in my library using an alias as URL name.
Note that I've setup both the Library and Aliases options in the preferences window to point to the same path (as I was used to do in SD4).
I'm on SD5.1.1, windows 8.

Hi there,
I just wrote a simple utility to remap the HSL node to photoshop's Hue/Saturation/Value parameters.
You can find it here

Now, if I substitute the inputColor node directly inside of, everything works fine.
But, as soon as I instantiate it in another graph, negative values always appear to be broken.
Is it a bug, or am I doing something wrong?


P.S. Forgive some redundant nodes in the functions... some of them are there for debug purposes.

I've updated the link with the fixed

Hi guys!

I'm having some difficulties using the Projection tool.
First of all, I use it a lot, and my main concerns are:
1) Low quality resolution
2) No way to use the original image aspect ratio?
3) Simmetry doesn't work.

Also, this tool really needs a warp/liquify effect, to adapt the image to the underlying geometry before projecting it.

You know I love Painter, but now that the base is covered, it really needs more painting tools :)

Substance DesignerSubstance Designer - Technical Support - Updating paths
 on: February 17, 2015, 11:46:12 am 
Hi guys,

I'm having a problem with some instanced graphs in my current graph.
I just had to move the project in a new drive.
Now, even if I substitute every path in the current graph (and in the instanced graphs), the project will still ask me to specify the missing paths.
Is there a way to review the missing paths after having loaded the project, and fix the problem?


Hi there,

I was thinking that it would be great to have a transform tool that allows to move/rotate/scale Fill layers (and any other layer or effect that applies only in the 2D space).
Currently only a couple of parameters are exposed (ScaleX and ScaleY), and eventually substance effects can be used to transform the layer. This comes with a problem: we are forced to slide parameters until they look right, instead of visually adjust the position in the UV space.

In my opinion, SPainter should support a transform tool as Substance Designer does, using a "Transform node" under the hood, transparent to the user.

It is important though, from a "software design" point of view, to not create single tools that don't chain with others.
In my opinion such a tool should work with every substance effect selected, not only fill layers. So Substance Effects too should have an additional tab in the interface showing the current transformation matrix (or "Angle/scale/offset" parameters).

Just to add more ideas, this transform tool could go even further: while designing Substance effects in Designer for instance, we could expose various matrices. The Transform tool in Substance Painter then will be able to select every single exposed matrix, and work with that.
Let's say for example that I have a Substance Effect which has a text on a red rectangle.
I will expose the text matrix (with the name "textT") to be able to manipulate it further.
When I will select the Transform tool in Substance Painter, by default it will select the final effect matrix (let's call it "root"), that will move both the red rectangle and text as a whole.
But the Transform tool will have a option menu, to choose a different matrix. Here we will choose "textT", and move/rotate/scale the embedded text in the substance effect.

On a last note, when Painter will grow even more, tools should have an additional "Options" horizontal menu bar (like in photoshop).
Tools like the Paint and Eraser, have various options in the Brush palette, but future tools may not have options related to brush settings only.
Lazy Mouse is a great example of why an Options bar would be welcome: the slider is included in the tools bar, which is pretty bad IMO.
And a Transform tool would really benefit from such option bar too.

Also, I talked mainly about fill layers and substance effects because a Transform tool makes sense in 2D space... but if you can find a way to transform painted data (which I think in SPainter is actually similar to a point cloud) in 3D space, that would be totally awesome too :)


Hi guys,

First of all congrats for the new version of Painter. Backface culling and Lazy mouse alone made my day (let's say week :) )

I have a small list of enhancements though, that would probably make my list of feature requests complete for the v1.0 cycle.

There we go:
- Lazy Mouse is great, but a bit confusing: the transparent cursor is a bit annoying when using a large radius, and I find the zbrush feedback way better.
Something like this would be preferred:

- Stroke along path is great, but there should be an option to bend the alpha accordingly.

- Precise Alpha positioning like in ZBrush (Drag Rect): click and drag to position/rotate/scale a single alpha stroke.
I haven't a picture of this as only a video could explain it, but it is extremely important.
The only video I found on youtube is this one:

- Blur tool

- Clone brush

- Export!
  • Real PSD export. the current psd exporter is not that useful. What would really help instead, would be the option to export the current layer stack as photoshop file.
  • Export selected layer
  • Export selected texture set

- The Layer palette could be improved. For example there should be a different icon for fill layer. Groups could be colored.
If I select a layer inside a group instead, maybe all the layers in that group could receive a (very) light highlight too.
Just an example:

Thank you again for 1.1 !

Hi there, I am writing this one just out of curiosity.

I know that both Designer and Painter, when converting a dielectric material from a metal/rough texture set to spec/gloss (i.e. when the metal map is black), assign a flat gray color to the specular map.

Now, from what I know this gray color should represent a fixed valued of 0.04 (in a range from 0 to 1 in a linear gamma).

What I noticed is that Substance Designer assign a sRGB color of 59 to the specular map, but I can't understand this value.

Theoretically 4% of 255 (rgb range) is 10.2, which in sRGB becomes 10.2*2.2 = 22.44

So my genuine question is, what am I doing wrong?
Thank you :)

Hi there, currently is a bit difficult to draw with a quick mask in material mode, it would be great to be able to control both it's opacity and color.


I will try to explain this a bit better.
I have some color parameters that define a camouflage, but I would like to save some presets in a Drop-Down menu.
The idea is that, when I choose a different preset (integer value) in my Drop-Down menu, the color parameters change accordingly.
Is that possible?

I could use some hacks, like choose a preset OR use the custom colors instead, but I would prefer to have the custom colors being influenced by the presets.

EDIT: I am deeply sorry, this should have gone in the Substance Designer forum...

is there any way to increase the Projection tool preview resolution?
Even if the painted strokes are ok, it is very hard to make precise work with such a low quality preview.

Substance PainterSubstance Painter - Technical Support - UV reprojection
 on: November 28, 2014, 03:51:21 pm 
Hi there,

I know that Painter recalculates all the painted layers every time I re-import the mesh, which is great :)
The problem I have, is actually the opposite: is there a way to not reproject the painted data?
What i am trying to do, for example, is importing variants of a base mesh, let's say a naked model, that differs in proportions, but not in UV and vertex ID.
So, what if I want to reuse the painted data I did on a slim guy to a heavy one? Is there a way?


Hi there,

I just made a substance to apply a flat shadow to SPainter layers, but I am having great difficulties placing it in a different position than the source, as an offset value of 0.01 is waaaaay too much.
I would need a precision of at least 3 digits, but with 4K maps probably 5 or 6 digits would be better.

Also, it would really, really be great to have a Move tool in Substance Painter, that allows you to set float2 (offset) values visually, instead of guessing the position manually.


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