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Messages - deedoubleu

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This is especially noticeable on normal maps, since it's not just color that is getting messed up, but nothing will be able to properly shade a model using "brightened" normal map.

Before figuring out I can simply use TGA which doesn't have same problem, I almost found a workaround. Switching SD color management to OpenColorIO and texture's color profile to sRGB can get very close to proper values. 124,124,255 on flat area of imported PNG normal map. Counterintuitively "raw" and "linear" are not simply taking pixel color information from texture.

So is there a proper way to work with PNG textures and have correct colors?

 So it's not [all] me after all. Thank you.

When I enable iray renderer I can see "low-poly" artifacts. Tried different materials, but all of them look similar, with lambert having most pronounced glitch.
Tried resetting to default stuff that had that option - environment, material etc. Only used 1 light and disabled post-effects. No success.
Opengl doesn't have this issue for some reason.

How can I solve this?

Technically it is possible, but a bit tricky for me.
You should be able to suspend or close this tool from tray. Icon has H on green square background.

if it isn't there for some reason, find and terminate dwTurntable.exe process in Task Manager.

And this is why the 3ds max exported cage file isn't working properly when I use it as a cage in Substance Painter.

You can create cage by duplicating low mesh and pushing it or using projection modifier. Both methods preserve low-poly's UVs.

Yes, it's "map goes all the way to the edges" that might give you problems. It might try to bleed texture outside UV-isle and since there is nowhere to go, it just wraps and overlap pixels on other side. Just a guess.
In general, it's a safer bet to leave a little space before border.

Try to downscale UV isle just a bit. And generate normal map again.

Experimenting with Painter.

TriPlanar kinda works. At least I see one place where it works as I expect it to.
Here is my test mesh with UV projection

And after switching to TriPlanar projection

You can see that seam on the top of small cylindrical part is fixed now, but most other edges still have nasty seams. Is it impossible to remove seams using TriPlanar on edges where surfaces(perpendicular to world axis) meet at 90 degrees?
 And if so, is there some other way to fight it apart from chamfering every problematic edge? Hmmm, maybe exporting my meshes rotated at 45 degrees at each axis would work better, but it is very late already and I'm exhausted after all experiments I did trying to find what I'm doing wrong.

Uploaded .spp file just in case. Hopefully all maps are properly embedded.

UV vertices are touching the borders or have some clear space around them?

Thanks, Wes.
Unchecking sRGB makes material more... err, adequate.

Substance Integrations - UE4 - Substance Designer to UE4.
 on: January 04, 2017, 04:44:53 pm 
Typical problem - materials look different in SD and UE4.

Similar threads suggest that usually it is caused by different lighting/reflections etc, but it seems everyone using Substance Painter, so I'm not sure if this is correct (somehow I doubt SD and UE4 use same renderer) or there are some additional steps needed when baking textures from SD.
Something like putting levels right before output node and making roughness map 50% brighter, that kind of thing.

Maybe there is some way to setup SD so it would render material more closely to UE4?

Substance DesignerSubstance Designer - Discussions - Unofficial Turntable
 on: February 13, 2015, 01:19:33 pm 
Hi, guys.
For those of you who can't wait 'till march, here is a tool I made for my friend that provides turntable functionality.

Quick test
By default your spin animation will probably have noticeable skip similar to this.
You can test it by hovering cursor over render window, pressing Ctrl + Alt + NumPad2 and then Ctrl + Alt + NumPad5
NumLock must be turned ON.
Hit Escape to cancel rotation.
If your model rotates smoothly for some reason - just use this two hotkeys. If skip is present, you will have to manually set rotation range as described below.

Setting Rotation Range
Make sure NumLock is On.
Hover cursor over render window and press Ctrl + Alt + NumPad2 this simulates holding LeftMouseButton for you.
Note: hitting Escape at any time will stop rotation and release LeftMouseButton.
Move cursor to the left side of the screen and pick recognizable orientation of your model. In this example I chose frame where spout and handle are aligned.
Press Ctrl + Alt + NumPad1 to set this orientation as left limit(first frame).
Now move cursor to the right, until your model does full 360-degree turn and has roughly same orientation as left limit.
Press Ctrl + Alt + NumPad3 to set this orientation as right limit(last frame). It doesn't have to be exact same pose, you can tweak it later.
It might sound confusing, but really whole routine is simple:

Adjusting Rotation Range
Pressing Ctrl + Alt + NumPad7 and Ctrl + Alt + NumPad9 will quick-jump to first and last frame respectively.
Press Ctrl + Alt + NumPad4 couple of times to make range shorter and test it by jumping between first and last frame again. If skip gets bigger and more noticeable - you need to press Ctrl + Alt + NumPad6 twice as mush to make range longer.
Adjust range until your first and last frames look the same and there is no twitch while jumping between them.
If you are familiar with animation principles, you can skip this paragraph.
For a perfect loop, your last frame should be one step less. Otherwise animation is going to visually slowdown while playing identical frames.
After your first and last frames matched, make range shorter according to your rotation speed (shown in tooltip, 1 by default).
Press Ctrl + Alt + NumPad4 once for speed 1, twice for speed 2 and so on.

That's it. Start Spinning
Press Ctrl + Alt + NumPad5 to start rotation.
Control the speed with Ctrl + Alt + NumPad+ and Ctrl + Alt + NumPad-
You can reverse rotation by setting negative speed.
Press Escape when done.
If you'll use it, please link results in this thread.

  • You can disable Info Tooltip from right-click menu on tool's tray icon.
  • If your screen's width is less than what is required for 360-degree spin, you won't be able to set proper range.
  • Although I made this tool for SD, it should work with other programs.
  • There is almost no checks. For example, you can run it over desktop or any other window.

Ctrl + Alt + NumPad+               
Ctrl + Alt + NumPad-
Ctrl + Alt + NumPad2
Ctrl + Alt + NumPad8
Ctrl + Alt + NumPad1
Ctrl + Alt + NumPad3
Ctrl + Alt + NumPad4
Ctrl + Alt + NumPad6
Ctrl + Alt + NumPad7
Ctrl + Alt + NumPad9
Ctrl + Alt + NumPad5
HOLD Shift
increase speed
decrease speed
start drag
stop drag
set LEFT limit
set RIGHT limit
make range shorter
make range longer
go to LEFT limit
go to RIGHT limit
start spinning
show info

Edit: Ah! I see, separate download. ;)

Uhm, I still can't find it 8(
Only SD builds and game textures. Could you please post a link here?

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