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.


Topics - sschoellhammer

Pages: [1]
1
Hello!

I've seen it's possible to export a mesh back out of substance painter - great!

Sadly all uvs get munched into the first udim, both using obj or dae. It would be awesome to get us uvs out of the 0,1 range!

Thank you!

seb

2
Hello,

As far as I understand Designer always needs textures as inputs for anything that's dependent on the surface of a model, i.e. it's normals or AO baked. So if anything is dynamic, like a deforming surface that won't really work correct?

In my case I want to use a substance file with maya and dynamically shade something that doesn't necessarily have uv's. Why can't Designer understand the mesh normal for example directly? Or let me feed in the AO dynamically as I might do with a "normal" shader.
My simple test was a substance that would simply blend 2 colors depending on the viewing angle. So I exposed the mask and plugged in a maya samplerInfo.facingRatio into it, but that doesn't really seem to work..

Another scenario I can imagine is a landscape shader for a realtime engine where I need the world space position but don't want to bake a massive texture for it to work?

I'm fairly new to SD so please forgive if I miss some of the concepts here! (or some buttons..)

Cheers,
Seb



3
Substance PainterSubstance Painter - Discussions - udim texture sets problem
 on: November 14, 2016, 10:52:27 pm 
Hello!

I have a character with multiple udims and when I import it I get strange additional texturesets named for example "10051", in addition to 1004, 1005, etc.
What's the cause? My uvs are not overlapping the borders I believe..

Thanks a lot for any hints!

seb

Pages: [1]