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Topics - adsll5lb

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I haven't seen this before I know SP triangulates the mesh when importing. But why would it distort the texture when put back on the original quad mesh. Any ideas? top one is the triangulated mesh from SP and bottom is the quad mesh.

2018 won't open previous projects saved and I'm not talking about previous versions of painter. I used the latest version save 3 different projects then tried to open them up, all invalid. So 4Hr down the drain. Also the anchor points don't appear to be working, I can't find the micro details anywhere in the above layers. The only thing I can do is go back to Painter 2. While you guys fix the bugs !

With the Studio Panorama template what's the Max Resolution SD can handle?
If I set the output to adsolute and the power of 2 to 14x13 it still comes out at 4096x4096.
Is this the best it can do.
My idea was using a Panorama from Vue and converting it into a proper HDR with lighting info.
And just placing a Panorama Shape node where the sun is, to fake the lighting.
Is this possible or am I dreaming ?

What is the best approach to masking out the height map underneath the top material.
I've never figured this on out. Say I have a fabric material the on top of that I have a metal
material with a black mask then use a paint layer to put down some design on top of it.
I always get the fabric bump mixed in with it, so how do it stop them blending.
Sorry if this has already been answered !

Is there a 2K limit with exporting I have the latest full version.
But no matter what I try it only output a maximum of 2K
I'm using the SSE2 engine do I need to swap it over?

How do you change export options.
I have a problem when I export the normals are coming out in reverse.
The project is set to OpenGL, as this is for a DAZ Studio product.
All the other maps are fine the displacement map is the right way.
I'm using the PBR MetalRough preset for export
but when I go into the configuration the Normals are set to DirectX in the Converted maps settings
How do I turn this off or change it to OpenGL.
It's the only thing I can see that would be causing it, I use Zbrush Normals and WS not the baked ones.

OK this might sound stupid but where is the substance files stored for Bitmap2Material, I bought the indie version of Bitmap2Material and installed it but can't find the files anywhere ? I do see a trial version in my Modo account is that one OK to use, or is there a full version of those.
Cheers !

Substance DesignerSubstance Designer - Technical Support - Newbie Questions
 on: December 06, 2013, 08:23:31 am 
I'm new to this so have a few questions. Q1 Are there any templates or examples that come with this. In a lot of the tutorials there is a templates folder. I don't seem to have one. Q2 Also with the noise is it 2D or 3D so if it's 3D then I shouldn't have to worry about seam not match up on the UVs. Q3 Which brings me to my third question how do the textures apply in 3D space or don't they I just need to know what I have to do first before I start using Substance. Say I have a Sci-Fi suit where the seams for the UVs run down the back. Will SD match up those seams or do I have to redo the seams manually in another package like 3Dcoat.

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