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Messages - michael_11

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it's about time, that 2D viewport allows for non square textures

Import the mesh with proper vertex normals (smoothing groups).

I would also guess, this is a mesh related issue

on top of volker's tip you could make sure to triangulate the mesh before baking (and of course use that triangulated mesh in painter)

I found myself loosing smoothing group info when exporting obj's from 3dsMax2019 recently - so I am using fbx instead, at least for the low poly

finally, sometimes, normals get locked, so one step of your troubleshooting list could be to unlock the normals in your 3d Modeling tool

I had the same issue - but it turned out, it was because of outdated mask editor and inaccurate blending mode

thanks Cyrille, good to know. I always found it confusing, what can and what cannot be exposed for Painter, so this list is a great help.

thanks for your answer, Froyok!

is there a list of parameters, which cannot be tweaked outside of Substance Designer, available?


I just wanted to create a substance in designer to be used as an alpha in painter

a tile sampler plugs into an output, I am exposing the basic parameters (x, y amount, pattern)

then I drag the sbsar into the painter shelf, import it as alpha, apply it to a fill mask for a fill layer

I do get the exposed x and y parameters, but not the exposed pattern type (the dropdown with brick, circle, square etc.)

any ideas?

cool, glad you got it sorted

btw, the best practise to move overlapping/mirrored faces to a different UV tile helps to avoid baking issues for all mesh maps. since the curvature is created from the normal map (not from the mesh), it is more of a secondary symptom.

some engines/exporters weld/merge overlapping UVs, which can cause additional issues for mirrored faces - so having them in a different UV tile is a good thing in this respect as well.

I never encountered this issue, even if I am using mirrored UVs all the time. I would think, that SP bakes the curvature from the tangent space normal map (Designer has curvature from mesh bakers).
Obviously I always make sure to move the faces, which are re-using UVs, away from the 0-1 UV space, so they don't interfere with the bake.

Maybe you can give us an example as to better understand the problem?

Substance PainterSubstance Painter - Baking - Re: Normal Map Artifacts
 on: November 25, 2019, 11:56:25 am 
most of this is simply a matter of texture resolution, at 4k it will have less baking artefacts

the skewing of the i.e. bolts is a result of baking with averaging on, here is a thread about the topic:

strange - both of the normal maps look the same

I am curious, what happens, if you export your fbx from modo with "save smoothing groups" on?

please don´t think I am ignoring your explanation, but if I look at the comparison at the bottom of your image, between the left and the right image - it really looks to me as if the left cubes show one single smoothing group (smooth), while the cubes on the right side have separate smoothing groups for each face (faceted)

I imported your cubetest_lo.fbx into 3dsMax - and the faces don´t have smoothing groups assigned. Different engines interpret faces without smoothing groups in different ways: some engines display them as faceted (separate smoothing groups), while other engines display them as smooth (single smoothing group)
btw, why does the shader on the left side look different from the shader on the right side (the left one looks way more reflective)?

So i still would be tempted to think, that your issue has nothing to do with the normal maps :)

Substance PainterSubstance Painter - Discussions - Re: Height Reversed?
 on: November 06, 2019, 09:26:07 am 
add an invert-filter

in the properties of your mask generator, under "curvature" you can set it to edges, cavities, dual or unprocessed

Workflow advice: I like to set all sliders of a mask generator to 0 and then dial them in one by one (starting with the curvature) to avoid confusion

make sure to have all mesh maps baked, and for best curvature driven results consider using a "curvature from mesh" bake, which you can bake in designer and import to painter

interesting stuff, would like to read that paper as well

what engine are you targeting?

do you have two screens with different sizes/ratio? I sometimes have issues with my old cintiq and my laptop screen confusing windows and resulting in weird interface behaviour

in Designer, you just have to make sure to create the correct output nodes - you can mix your channels/inputs however you like (use RGBA split and RGBA merge nodes)

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