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Topics - alexx

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I am following the tutorial how to make a material scan with substance designer.
There is told, to export from Lightroom with AdobeRGB, but never it is converted thereafter to sRGB.

Isn't that wrong?
I never heard that we work with AdobeRGB, because sRGB is standard.

Thanks for reply!

I had a short look at the new Substance Designer, and I can say you did good improvements for usability,
but you forgot the most easy to solve and most important feature, that even Photohsop has since the very first day:
While I am playing with settings of output sizes of different nodes, I find my self all the time adjusting slider for Width, then adjusting to the same value on Height which also unneccessarily takes some time and concentration.
And what's the second bad thing about it, therefore I can't get an quick comparison "before-after", because while I try to bring Height at the same position as Width, the Viewer has already updated!!!
How is it possible, to work over years with a team of skilled scientists on getting the most out of performance, but not to have that basic option?
And in 99,9% of tasks we want squared textures! I really don't get it...

has that message (shown directly after installing) any meaning? Never saw that message before...

Rough translation:
Procedur entry point not found
"?axfDisableLogging@v1_5@decoding@axf@@YAXXZ" wasn't found in DLL "C....importer.dll"

It would be great, even for smart materials, if I could exchange an object.

Even when I replace the object with somehting similar all layers were lost.
There is no need to loose them...

it's just a small thing, but always I have to set for example:
OpenGL instead of DirectX (and I never ever work with directX)
and resolution to 4K (and I never ever work below 4k)
and some other things I always do.

It would be good if I could store my preferred workflow as default as much as possible...

I wonder since VrayNext introduced already a metalness input to support allegorithmic's PBR-metallic-roughness shaders, if there isn't now any new workflow tutorial?
All documentations (MAYA-VRay) still show the old workflow with texture output for Specular-Glossiness workflow!

Thanks for help, I'm no expert, I'm just an artist looking for the best and easiest solutions...

often SmartMaterials use HeightMaps. (I am stacking often a lot of them to get detailed results)
But I need it for Maya (Vray) and in VRay it never looks like in Substance :(

So it would be good, to know how to change them in Substance Painter into Displacement Maps instead.
Is there any conversation in Substance Painter possible?
If I use the HeightMaps for VRay-Displacement, there come up a lot issues with UV Map borders.
And all nice details are gone, so I wonder how to use Substance, when it's not possible to get the same result.
(And I know how to work with Displacement in Vray, I have always enough mesh resolution provided. So it's a problem with Substance for me)

Thanks for reply!

I have a scene, where I just wanna keep everything, only my base mesh needs sometimes to be modified.
Although it keeps the exact same topology, when I exchange my basemesh, all my layers are gone.

Sometimes it works, but sometimes not. Seems to be a bug or I did not understand how to exchange it...


I am new to SP and often opening projects... after a second I often have my informations (how it looks or which layer were contained). Then I would like to open the next file but I have to wait a minute until the viewport was processed.

The same when sorting layers in a different order... When just changing the order needs a heavy computation, this is very time consuming.

In a nutshell:
Is there any way to disable computing and viewport updates, when I don't want to wait all the time while opening documents or changing layers?
And it seems also not possible accelerate the viewport render with just making a "region render"?
Many small actions take due to the slowly viewport updates too long for me...

Thanks for reply!

I have no experience with Substance Designer! (only with Painter)

Is Designer capable to bake a 32bit Displacement map in 8k from imported high and lowpoly?
I am searching through the internet, but finding only half or unspecific answers and long exhausting tutorials with different topics.

Some talk about height or relief, what seems to be similar, but I want to use a displacement in Vray Maya later,
(and don't want to run into weeks of testing).

Thanks for a clear answer from an experienced user!


I have created a surface, with small height and normal details in Substance Painter.
The surface hieight comes not from a single layer or mask, but from many different layers, so it means, that I haven't a certain map for that.
Now I would like to mask out the peaks of all that tiny "bumps".

How can I mask or select them? I want to add only at the small peaks a different glossiness and color...



Since hours I am testing the substance plugin with a .sbsar file for a simple shader without metal.
I followed the tutorial and imported the file.
I have the latest plugin for maya2017.

BUT: Unfortunatley the diffuse, when connected to the vray-shader (or even a surface shader) turns out just as black.

When I export the maps from the plugin manually, I get the right preview for the diffuse.
Also the swatches show it right.
But as soon as I connect the diffuse output, my test sphere becomes black.
I also tried on a surface shader to just have a look at the diffuse, but it stays black :P

Any ideas for that?


Hello everybody,

I don't understand exactly the difference between Displacement and Height map in Substance – and then there is Paralax Occlusion, too.
As I learned now, Substance can't subdivide and displace a Mesh, so there is no true displacement possible, but instead a simulation method like "height map".

Question 1)
- There is a channel called "Displacement". So what does this channel do, if there is no displacement possible??

To make it less theoretically:
Question 2)
- In my case, I have often a LowPoly and HighPoly from Zbrush and a displacementMap if needed.

When I import it and Bake all textures, then Substance will create a Normal Map.
- It means I don't use the displacement Map from zBrush at all?
- Or do I apply all substance materials at the end to the displaced mesh in Maya?
- But what to do then with the Height channel? Is it a additional displacement?

Question 3)
- Is it possible at export, to convert Height to NormalMap   and/or  NormalMap to Height?

Question 4)
- Is there a recommended example from zBrush over Substance to Maya?

(btw: I am using Vray in Maya)

Many thanks, for any answer to any of those items…


I am quite new to Substance Painter.
I saw already a lot tutorials, but I'm still missing some information, my main applications are Maya and zBrush.

As I now learned, the "low"-mesh has to be in smoothing preview at export and for FBX-export "triangulation" ON and "smoothing groups" ON and "smooth" OFF.
Export works in Maya2017 but Maya 2018 tells "Exporting a mesh with triangulation and Smoothing Groups enabled is not supported. The resulting FBX file may be invalid."

What is now the recommended setting for Maya at Export for that FBX?
And is it the same for _low and _high?


I moved the main part to the Maya section…

But I would still appreciate any feedback

- for using ZBrush LowPoly+Highpoly+Displacement  with Height in Substance (or shouldn't that be used?)

- and after working in Substance how to combine the height with original displacement from ZBrush in another main application (like Maya)


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