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Messages - boddie

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What works for me is to export using the FBX format.  I use the default 7.4 binary option and set Smoothing to "Face".

The smooth and flat faces in my blender model appear correctly in Substance Painter and Designer.

This link has a tutorial as well as a pointer to an add-on for making ID maps in Blender.

Thank you.

 This has opened my eyes to Blender's limitation of the number of 8-bit textures that can be rendered in the GPU as well-- only 145 for my graphics card.  I am going to have to be more economical in texturing my project which has dozens of structures--each with up to 5 materials.  I'll have to start sharing materials per building and texture sets for each material.

Today, I ran across a strange problem with my first project using Substance Painter to generate bitmap textures for Blender Cycles.  Materials looked great until I got to the sixth one.  The normal map details were missing.  The Blender console indicated that the 6th normal map was not being loaded because of a limitation in CUDA which maxes out at 5 float textures.  When exporting .png maps in SP, the normal map is 16-bits/channel which Blender seems to convert to (or at least interpret as) a float texture.

I could resolve the issue by any one of the following:
  • Switch from GPU to CPU rendering
  • Export maps as .jpg
  • Convert the normal map from 16 bits/channel to 8 bits/channel in Photoshop
It would be great if I could directly export maps from SP in 8-bit .png format.

I figured out the answers to most of my questions by re-watching the tutorials.  I was not setting the configuration correctly for export.

However, one question remains: Does the exporter convert the height information to the normal map in all cases?  That is, if a height map and normal map are exported, does the height map contain unique information?

My project has Base Color, Roughness, Height, Metallic and Normal texture sets.  When I look at the Export Document dialog, these sets are shown for all of my materials plus a Normal_OpenGL set.  Why are there two nomal sets?  Which one to use or is there different information so that both are needed?

My material uses one of the concrete materials as a base and my painting modifies the height channel (not the normal).  Do I need to export a normal channel at all or is there additional information in one of these normal channels that are available to me for export?  Does one of the normal channels contain height info also?

Further info, the object data was created in Blender, and for now, I want to export maps for a PBR shader for Cycles.

The tutorials would greatly benefit from an index of features covered by video.  For example, I want to know how to use the generators, but which video covers this topic?  Even after watching all of them, I may want to review a particular topic.  An index would make it easier to find it.

Ideally, the index would list feature, video and start time.

Thanks for the reply.  After playing with both approaches, I found that I could get a more convincing result by converting the standard material into a metal/rough PBR format as you suggest.  The rest of the tool chain should work well with this also.

I am a new user and need some workflow advice.  My project calls for the use of a cedar wood material.  I purchased a substance material on Turbosquid and need to grunge it up a bit in Designer and Painter.  The purchased .sbsar file is not PBR with only Diffuse, Specular and Normal/Bump outputs.  My target is Blender Cycles and Unity.  Should I "convert" the material to PBR by inverting the Spec map and level adjusting before further modification or just stay with the non-PBR flow?  I am unsure of limitations in Designer/Painter for non-PBR materials as well as issues with Unity.

OK.  My error.  I baked the position map with all axes.  The correct way is to bake with one axis and select Y.

Now the dirt map works as expected for me from a blender-imported mesh.

I don't know if it is a Blender-specific issue, but the Ground Dirt mask seems to have some bias to one non-vertical axis.  Perhaps it is intended to always be used with a Bottom-to-Top mask.

Try logging out then logging into your account. I think I saw something similar when I made my first purchase.

I was able to activate Substance Painter on-line but not Substance Designer.  Message: "Bad Authentication".

Earlier this morning, the download tab of my account had no licenses listed but they seem to be back now.

I guess you are still working on the server issues.  I will try to activate Designer on-line later.

I purchased a Live Indy product and downloaded and installed Substance Designer.  For activation, I used the license.key file.  When this expires next month, do I need to download a new license file or will it update itself (assuming the $20 is paid)?

Having doubts about the correct process, I tried to activate through my account but the server did not recognize my credentials.  This is a temporary problem?

So assuming internet access and continuous payments, which method is recommended?

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