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Messages - boddie

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I think I've got it now.

The brush size is a fraction of the size of all of the objects that are in the scene.  (When the size space is set to "Object").

When I exported only the barrel, I replicated the problem you saw.  When exporting the barrel and much larger floor and walls into Painter, I found that when working on the barrel, the brush size corresponded to the ones shown in the tutorial.

So were you only exporting the barrel and not the other objects in the tutorial scene?

Just to clarify the export settings in Blender:
- 7.4 Binary
- Selected objects checked (make sure you have selected the objects in your scene)
- Scale = 1.0
- Scale all data according to blender size: Enabled  (this is the little button with left-right arrows)
- Forward: -Z forward
- Up: Y up
- Export: Mesh
- No experimental or custom
- Path mode: Auto
- Batch mode: Off

Thanks.  I watched the video and will reproduce it in the morning.  I noticed a couple of interesting things though.  First, someone in the YouTube comments mentioned the brush scale discrepancy.  Was that you?

Second, he creates the radius of the barrel at 0.610 Blender Units but calls it "point six one centimeters".  Of course, this is an absurd size but makes me wonder if he has changed the scene scale from the default value.

I will test.

No problem.  Sorry my suggestions have not worked.  Would you please post a link to the tutorial so I can try and duplicate the brush size issue?

In the Blender FBX export panel there is a Scale parameter input.  To the RIGHT of it there is a tiny button.  It is a toggle.  Your picture shows that it is on.  Try turning it off then export selection only again.

There are many posts about Blender and FBX scale mismatches with other programs.  Most can be solved by changing the scale value in the export panel or resizing the model inside blender.

You could also try exporting .obj format, but FBX works fine for me.

Substance Painter works fine for Blender.

The scale problem is the way the FBX exporter interprets Blender units.  One Blender Unit is typically assumed to be 1 m.  Other programs assume 1 unit is 1 cm.  The exporter needs to be set to account for the units that you use.  There are several ways to change the scale in the exporter.

Try unchecking the little button to the right of the Scale number in the Blender export panel (with Scale =1.0).   If that does not solve the problem, change the scale value itself.

You don't need the Experimental Apply Transform or the Export Custom Properties either.

I understand.  It would be nice to be able to visualize in in SP though.

Aside from my problem of converting my SD material to only use normal (instead of height) channel, I will need to make a shader for my render engine (Blender Cycles).

I think this workflow could greatly improve the quality of my materials while saving GPU memory.

I just installed Version 2.2 to try out the new material layering workflow.  Here are some observations.

  • The mask number not corresponding to the material it is associated with is unnecessarily confusing.
  • I tried to use a material that I created in SD, but was surprised that none of the custom parameters were available to be modified.
  • The information in the height channel is not available from my SD material.

I guess I will need to pretune the custom parameters in SD before using SP material layering.

Thank you for confirming.

For me, per-channel control would be better.  Now I have to export 8 and 16-bit maps in two steps or convert them in Photoshop.

Did something change in the control of the bit depth of textures on import between versions 2.1.0 and 2.1.1?  It appears that in 2.1.1 when 16-bits is specified, all channels are exported as 16-bits even if there is only 8-bit data (e.g. base color RGB).  2.1.0, on the other hand, seemed to export 16-bits only if the channel was high dynamic range (e.g. height map or normal).

I prefer the previous behavior for economizing memory.

That was indeed the problem: wrong template (actually not selecting a template at all).


Thanks.  I'll take a look.  I never noticed the templates but that could be it.

I recently installed Substance Painter 2.0.3.  When I start a new project, import an FBX, I am presented with a warning that the project was created with an old version and will be updated.  Is this because I have some shelf smart materials that were created in Painter 1 or because I have Painter 1 installed or something else?  The message is disconcerting since it is a NEW project. 

How to fix this?

I think the way it works is that when you have made enough payments for a license that does not expire, you have to click into "Get a definitive license".  It is not an automatic grant.  Also, you have to make the extra step of stopping the monthly payments if you no longer want to receive updates.

I have no idea of how they account for people who bought "upgrades" though.

I am sure someone from Allegorithmic will come along soon with a definitive answer for you.  (Today is a holiday for many.)

Because of the thumbnail building issues, I keep my extra content out of the Substance shelf folders.  I only import what I need for each project.  Not as convenient but I don't think these programs manage large shelves very well.

I would prefer just a zip file for content so I can choose where and what to use in my shelves.  I realize that the installer's intent is to "simplify" the problem that many have had about where to put content but there are many more problems with bloated shelves in Painter and Designer.

Perhaps Allegorithmic  should consider making a library tool for viewing and managing large content files.

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