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.

Messages - nielsvaes

Pages: [1]
There are a bunch of really cool normal map textures included with the program now. However, we've found it impossible to paint on different channels at the same time when using a normal map texture. The painting works, but the alpha of the brush is not the same as the alpha of the normal map texture. So you always get something like the screenshot I attached. All information is painted, but everything that's not the normal information just follows the alpha of the brush.

So is there a way to force a brush to take the alpha information from the normal map texture? [ Invalid YouTube link ]

Weird, I sent that e-mail this morning though :) The FBX is 11MB though, maybe that's too big?

I wish I could say it was mine, but I got it from Chung Kan ( to use as a texturing exercise. I'll get those files over to you asap, Wes.

When I bake out the ID map of my object, I'm getting strange artifacts in the actual colors of the map. They're not showing up as solid pieces, but have parts of colors from the other materials in them. I attached screenshots of the object in Maya with the diffuse colors applied, my bake settings and the bake I'm getting for one part of the mesh.

Does anyone know why this happens?

Ah too bad :( I think a feature like that would be handy though. Or maybe I should just learn to use more fill layers and masks in the future :)

Substance PainterSubstance Painter - Feature Requests - Select face ring
 on: February 08, 2015, 10:10:49 am 
In Maya you can select a face ring by selecting one face and then double clicking a face next to it. This would be pretty handy to do in Substance Painter as well I think.

This might be something obvious that's staring me right in the face, but I can't seem to figure out if and how it's possible. Let's say I have a layer with only height information, something like scratches or scars on a character. Later I want to also have a different color value for that area.

Is there a way to add the black/white height data to a mask on another layer? That way I can paint exactly where the scratches/scars are instead of manually having to eyeball it.

I was wondering if anyone has a good way of creating cracks for stone-like materials? I've been playing around with FX maps and while I can create some pretty cool looking noises, I find it hard to actually steer the noise in the way I want it to go. I've just been trying out different functions, patterns, Quadrants and iterations, hoping I would get lucky :)

I've tried warping the cell patterns with BW noise, which kinda gets me where I want to go but not completely.

If such a graph exists somewhere, could you please share it so I can take a look at it? Or do you think it would be better just to use a bitmap for something like this?

Sorry for the inconvenience, I will keep you posted.

I've been working in Evaluate mode for the last two days, so it's not all bad:) But a fix for this issue would be appreciated of course.

Windows 7 Enterprise 64-bit
i5 2500 3.30Ghz
Geforce 450 GTS

Windows 8 Pro 64-bit (6.2, Build 9200)
Intel(R) Core(TM) i7-3632QM CPU @ 2.20GHz (8 CPUs), ~2.2GHz
8GB Ram
AMD Radeon HD 7730M

Also, I don't really understand how the "Activate from another computer" function works. I'm able to generate an activation_id file, but when I upload it I get an error saying it's not a valid file. How exactly are you supposed to use this? Export the activation_id file for a computer where the program is already activated? And are you suppose to use this if you have already used your 2 activations but then want to deactivate it on one machine and reactivate it on another?

As far as I know, we can activate the program on 2 computers, right? Last week I wasn't able to activate Substance Designer on my laptop so I used the contact form on the site and my reactivations were reset. All was working fine. Yesterday (29 March) I downloaded SD 3.5 on my laptop, no problem activating it. This morning I downloaded SD 3.5 on my desktop but wasn't able to activate it. Kind of annoying, but no biggie because I could just work on my laptop.

I just closed SD on my laptop, went to lunch, opened it again and I get the activation screen. When I enter my activation key now I get the error saying the program can't be activated. Tried it on my desktop again and I get the same error.

So at this moment, I seem to be locked out of the program on both my machines. I already sent a new e-mail about the issue, but I was wondering (hoping) that an admin would catch it here too and help me out. I'd like to get some more work done during Easter weekend :)

Thanks for the very swift reply Jason. I forgot you could choose Input Image as a pattern for the Quadrant node.

It's working like charm now :)

I was wondering if someone could explain if (and how) it's possible to have the end user decide whether they want to tile their input in Unity. I want them to select a bitmap as input and then have the ability to make it tile or not. Sometimes our artists paint very correct bitmaps in Photoshop that tile perfectly. Other times they just use a non tiling bitmap and I want to expose the Make It Tile Photo parameters in Unity.

I just can't figure out how to set up the switch to decide whether or not the Make It Tile Photo node should be used or not.

Any help is appreciated.

I knew it was simple. Thanks for clearing that up :)

It's probably staring me straight in the face, but I can't seem to find it :) Is there a way to change the bitmaps of a substance inside Unity?

I've made a wall substance in Designer and exposed some properties, everything is working fine. But now I want to use a different bitmap than the one I used in Designer. Is there a way I can change this bitmap in Unity without going back to Designer and changing it there?

So I just want to make a substance template and the ability to change the starting bitmap in Unity.

Pages: [1]