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Topics - 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

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,

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)

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.


** posted on the Unity part of forum **

Haven't worked in SP in a while. Now I updated to the latest version and I have this issue:

I select layer, add a black mask and try to select polygons but they don't show in the viewport. I lasso a few of them and they don't highlight. They just stay the same in the viewport, as if I did not select them. Literally nothing happens in the viewport.

They obviously get selected because I then have the Edit>Undo (add geometry selection) and I see the selection whited out on the black mask.

However, the selection is never visible so I have no idea what I'm selecting.

I tried different geometry, just to rule out geo problems.

I didn't have this issue with my older version of SP.

Can someone please clue me in as to what's happening? I cannot work with Polygon fill. Maybe it's just something simple I'm missing but I can't figure it out.

Thank you

PS: To clarify: Doesn't work in 3D view or UV view. Same issues as in the thread below, except he seems to be able to work it in 3D view whereas I cannot do even that.,25585.msg99669/highlight,polygon+fill.html#msg99669

Substance PainterSubstance Painter - Discussions - Using PBR validate
 on: June 07, 2018, 06:15:44 pm 
So I'm using the plugin for PBR Validate ( as per the instructions of the PBR workflow here:

However, I don't think I'm really understanding how to use this properly.

For example: I'm loading in the Wood Walnut material... see attached dark wood image.

This is all good, BUT if I put the PBR validate on it, it gives me almost all red because the values are too dark.

Then, as per the tutorial video on the plugin page, I go to the material's color HSV and up the V from 0.216 (original) to 0.467... And now the red validation disappears and I get all green.

BUT the problem is that now the material looks like cherry wood because it's so light.

On the one hand I do want to have textures that validate correctly. On the other, I find it hard to texture when having to work with these huge differences in brightness.

I'm probably not understanding something correctly.

Substance PainterSubstance Painter - Discussions - UDIM out question
 on: June 06, 2018, 05:50:22 pm 

I textured a UDIM model in SP. When it was brought it originally I did NOT click the create material per UDIM tile.

What should I do now to export it as UDIM, short or restarting everything again?

My UDIMs are still there. I can see them (see attached) but how do i get them out?


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