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Topics - bobcober

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Substance Integrations - UE4 - LiveLink Export Settings
 on: October 07, 2018, 07:38:27 pm 
Is it possible to modify the export settings of LiveLink?

My material has an opacity mask - I have manually added it to the UE4 Packed export settings and manual export works great:-)

Any chance I can get LiveLink to work with a masked material?

Thanks for any help

Just want to request that the substances downloaded from Substance Source directly into UE via the plugin come in packed format. 

Having all the outputs separate limits their usefulness in real life scenarios....

Substance Integrations - UE4 - LiveLink Question
 on: January 12, 2018, 04:20:41 pm 
Confused about LiveLink - if I have an existing Painter project setup with HiPoly mesh and baked textures...  how do I use LiveLink?

Is it only one way from UE4 to Painter? 

When I tried sending the same model into an existing project in painter, it simply replaces everything.

Would it be possible to send from Painter to UE?  Or at least send from UE and have it wire into the currently open project?

Thanks for any feedback/advice

Substance DesignerSubstance Designer - Discussions - Packed Export
 on: September 03, 2017, 05:09:57 pm 
Not sure if this is a Designer or UE4 Integration or Substance Source issue...

But I would like the sbsar I am using in UE4 to support packed channel export.  (There are limited texture binds in game engine).

Can I use Designer to modify the substances I downloaded from Substance Share to output a packed format?

Thanks for any help/advice

Content - Substance Source - Include Packed Export Format
 on: September 03, 2017, 03:19:56 am 
Would it be possible to include a packed format for Metal, Roughness, and AO?

I am using the substance from UE4 and there are limited texture slots available....

Substance Integrations - UE4 - Unreal Material Setup
 on: October 16, 2015, 10:20:04 pm 
First, just want to say the Substance Painter tutorial series on YouTube is awesome - very very well done.

My question is about using the built-in export setting for Unreal.  (BTW - the export process and pre-sets are also very well done)
The metallic/roughness is packed into RG (Rough) B(Metallic).

To use this in UE, I import the texture and make sure to untick sRGB.
When setting up the material, I can wire the B output directly to Metallic.

How do I combine the R and G together in order connect them to Roughness? (I tried adding them, and it looks like it might be right, but want to verify)

Thanks again for your help

Substance Painter is amazing

Substance PainterSubstance Painter - Discussions - Fill Layer and Height Map
 on: September 10, 2014, 09:26:39 pm 
I have a fill layer that has some height.
When I paint in a layer above it, it seems the heightmap is only additive
In other words, the layer above doesn't replace the height, but only adds to it.
Is there a way to configure the layer to replace the heightmap (e.g. erase and make flat?)

A really great idea is to add export settings to Painter specifically targeting the PBR settings for Unity 5 and Unreal 4.

In other words, when you export, select either Unity or Unreal, and the correct diffuse,normal,etc maps are exported.

I know there are workarounds, and can use designer to get the maps I need.

But as a user, this is by far the #1 thing I want out of Painter...

Substance PainterSubstance Painter - Discussions - Skyshop Integration
 on: April 23, 2014, 06:10:19 pm 
Really impressed by painter so far....  :-)

Now I want to import results in Unity.
I have Skyshop...and have been eyeing Alloy and Shader forge...
What is the best way to get a similar shader working in Unity?

Should I buy Alloy?
How can I get out into Diffuse - Normal - Specular|Gloss(a) easily?

I have indie pack too - can I use Substance Designer to create a bridge that takes output from painter and converts to what I need for SkyShop?

Would also love to get B2M output into Skyshop shader

Thanks again for any feedback

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