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Messages - Grande Gringo

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What is the proper technique for painting opacity on a material from the shelf.

So I start with an opacity layer set to 0 (transparent).

Then I add a material on top. Now the material is transparent. If I enable opacity (OP) for it then I have options to set transparency from the other maps but that's not what I'm looking for.

What I need to do is paint opacity in. How to do that?

I can work with opacity just fine if I have access to the channels (aka build my layer from scratch) but as soon as I put a material from the shelf in I lose all control over opacity.

I'm pretty sure I'm missing something basic here. Most of the tutorials on opacity I watch deal with creating opacity on a layer you build from scratch, not on a material from the shelf.

* to clarify this further, imagine you're putting 'steel' from the shelf into your layer and you want to paint holes in it.

Thank you

Substance Alchemist - Discussions - Color Picker Issues
 on: October 09, 2020, 11:37:46 pm 
Can I ask why is the color picker working on different values in Alchemist vs Painter?
Painter is 0-1 for all
Alchemist is 0-360 for hue, sat, val and 0-255 for RGB
Why not go with a unitary system. As I'm trying to match values from one app to the other I have to convert using outside tools as screen pick comes a bit off.

I'm following the embedded presets workflow from here

I can add and remove them, they show up in Painter with the sbsar file BUT they do NOTHING. In other words no parameter is changed. Even in Designer changing between preset in preview mode does nothing.

Note in the attached preset0.png (preset 0 being created).

Preset1.png (preset 1 being created).

Preset0again.png going back to preset 0 does nothing as the settings stay as they were left on preset 1.

Maybe there's something I'm not understanding here.

Thank you

Thank you for the clarification.

So I've exposed the hue, saturation, value and blending mode in Designer. They all show up in the properties. See attached.

Inside Painter the blending mode is missing. The rest are there. Is there something else that must be done specifically for the blending mode to show up?


So I'm very familiar with material layering concepts. I would like to use Painter (with layered material shader) for this but I'm having problems wrapping my head around a few issues. Maybe someone with more experience can tell me how to do it or if I'm barking up the wrong tree.

1) You select the pbr-material-layering for example and then in each shader slot you drop your material. However, I found no way to select material presets or tweak the material. All I can do is just use the default settings and change tiling? Am I wrong? Can't be, because most materials have extremely different presents and the default resembles in no way the preset you may wish to use. For example, a rusted metal default may be way too rusty, or not rusty enough. It's hard to be able to used it and see how it would look without having access to the parameters.

2) What if you want to add a simple painted layer to the mix? What's the proper workflow? Open up another Painter instance, create your painted maps, export them... create a material in designer.... insert those maps..... then choose it back in the Painter material layer instance? That seems highly inefficient and time consuming.

Can anyone give some advice on a proper workflow for the above.

Thank you!

Opacity is at 0.5 by default. All other maps work.

I'm exporting a sbsar file with all output nodes at 4096. The document settings are at 4096.

Yet inside unity when I set the Width and Height to something else (say 1024), some of the maps change to 1024, but most stay at 4096.

Is there something else that needs to be done for this functionality to affect all maps?

Hi -

I cannot seem to get the text input parameter to show up in Unity. Every other parameter works flawlessly.

I'd like the user to be able to type in text directly in Unity via the sbsar file exposed parameters.

Is there something about the text input that is problematic?

I read some things about the font parameter from the text node being problematic (,29461.msg114077/highlight,expose+text+parameter+unity.html#msg114077 )

Is the text input field problematic as well?

Thank you,

Scaling in a shader is different from scaling the textures in a fill layer. You want to do either but not both, because here you are basically adding the tiling once in Painter, exporting an already tiled texture, then tiling it again in the shader once imported in Unity.

Hello Jeremie. Sorry, I don't think I explained myself properly. What you see in Unity is not a Painter export. It's the same texture.

Let me clarify:

I imported "texture a" into Painter and set it's parameters.

I imported same "texture a" into Unity and set it's parameters (NOT a Painter exported texture but the original).

I wanted to do this because I need to LAYER materials in Unity. I therefore wanted to bring the same material as a background in Painter so I can know what the background layer would look like as I paint on top of it.

I do not export the background from Painter to Unity. I already have it in Unity. I just need it placed in the same place as in Unity so I can work on top of it properly. The issues here with the de-synchronization is that whatever I paint in Painter (the top layer - material in Unity) doesn't line up with background in Unity. 

Now, as far as I know, "tiling" in Unity should match "size" in painter since it's basically the same. Tiling 2, is the same as Size 2 in Painter. It is a division of UV space (2 horizontal by 2 vertical = 4 tiles in same UV space).

I opened painter and can see that (at least looking as the marquee when selecting scale) setting scale to 2 gives you 2x2 which is 4 tiles in the same space.

So that works. The problem comes because Painter moves the texture at the center of the UV, instead of tiling it from the corner as it is common in UV tiling. It therefore has a perpetual 0.25 offset.

So is there any way to set a default for this behavior to resemble Unity?


Now it does... didn't yesterday. Thanks

In this post you give a link, but the link is not working. Could you please re-post.,16732.0.html

(I cannot answer to that post, hence posting here)

When you say it doesn't match, does it offset too fast or in the wrong direction? What is the issue exactly?

Please ignore the door & window imprint. These are the same wall textures on the exact same wall geometry with same coordinates. You will notice they differ both horizontally and vertically. Scale-wise (tiling) they seem to be about the same. But the vertical and horizontal offset positions are wildly different.

My question in a nutshell:

I have an applied texture in Painter that is
Scale: 3
Offset: 0.02, 0.129

I bring the same texture in Unity and set
Tiling: 3 (matches Painter)
Offset: 0.02, 0.129 (doesn't match Painter)

Why is the offset, which is presumably calculated in UV space, not matching for the 2 apps?

Thank you

** tried deleting the double post in discussions but it did not let me **

I'm reading this:

On the Unity Setup section, step 2 it says: On the Substance Graph Object, enable the Generate All Outputs option

What is this substance graph object? I can't seem to find it...

Just to expand on the issue I'm facing:

I can't get ambient light to show on the base color map withing Unity using the HDRP. The normals show, but not the base color. All I get it black. If I add a directional light, then it works. (see attached)

I have other objects in the scene that work just fine with both ambient and direct light. This is my attempt to bring in a Substance into Unity using the aforementioned tutorial.

I don't know if this is due to the step I'm unable to follow, or something else.


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