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Topics - cjwidd

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Cannot extract red channel data from .exr file using RGBA split. Is there an alternative approach?

Editor Version
2019.1.2 build 2391 commit 4d33d48b Release (2019-07-02)

Cooker Format Version
3.0.0 commit 0x00000000

Engine Version [Direct3D 10]
7.0.0 commit 0xe6ccd6ec (2019-07-02)

Windows 10 (64-bit)
AMD Threadripper 2950x
64Gb Ram
GeForce Gtx 1070

Is there an operation in Substance Designer that will tile a pattern in place? For example, You can see a pattern that is justified to the bottom of the tile (see 'tile_base'). Can this pattern be tiled within the same aspect ratio? For example, you can imagine tiling the pattern horizontally and vertically by two, creating the colored cells (see 'tile_example_cells').

Trying to create the simplest of patterns in SD and confronting a major obstacle with respect to non-square pixel ratios. In the attached image, highlighted cells represent a pattern, however, the pattern cannot be reproduced in a tile sampler because of the non-square ratio, e.g. 3x4.

Creating the shape is not the issue, only tiling the pattern (see attached).

Multi Crop: show crop area missing from instance parameters rollout?

Substance designer 2019.1.2

Substance Source in Substance Launcher does not download substance files into a organized folder structure. Downloaded assets should be automatically organized into a folder structure that mirrors the categories used to organize substances on Substance Source. Coincidentally, the 3ds Max Substance Source integration does this already.

TL;DR: What is the correct export configuration in Substance Painter to alleviate the need for subsequent output modifications in 3ds Max / Corona


I have reviewed the available documentation and forum posts describing how to achieve parity between Substance Painter's Iray and realtime viewport with Corona Renderer. Almost all conversation concerning this topic points to Dubcat's post, which was last updated a little over 2 years ago.

All exported textures use the following color depth settings:

Substance Painter 2018.2.1 - IRay

Substance Painter 2 Corona export preset [rendered in Corona; texture import: Automatic]

Right off the bat, the glossiness is incorrect; never mind the fresnel IOR

Substance Painter 2 Dubcat export preset [rendered in Corona; texture import: Automatic]

I have prepared the material based on what is described in the forum post. Glossiness is incorrect, reflection color looks incorrect, but may be a function of the fresnel IOR(?) I am certain there is something wrong with the material graph for this shader, but I am unsure what exactly.

Substance Painter 2 Corona export preset [rendered in Corona; texture import: Automatic; glossiness tweak + IOR map]

Critically, the above material is a layered material. In any realtime renderer (e.g. UE4, Unity, Marmoset), a single shader could be used to accurately render the texture set for each asset; in fact, in UE4 only three textures are required, including a channel packed ORM (occlusion, roughness, metallic) texture. However, in 3ds Max / Corona, seven different textures, including a blend mask, a unique output curve, and two shaders are required to achieve the desired result.


It is clear that I am misunderstanding something essential about how to achieve parity between Substance Painter and Corona Renderer in terms of export / import settings, color depth, or the like.

Given that glossiness and fresnel tweaks go a long way to recovering the appearance from Substance Painter, the question becomes:

What is the correct export configuration in Substance Painter to alleviate the need for subsequent output modifications in 3ds Max / Corona

I've seen a few forum threads requesting 16k export dating back to as early as 2014. In 'preferences' you can set a cooker size limit of up to 32k. Is it possible to export 16k-32k bitmaps from Substance Design 2-18.1.1?

I have never before seen this artifact in Painter. I know it has something to do with the normal map and it only appears in Iray, not in Max, not in the editor viewport.

Those strange "barcode" shapes are not roughness maps. The material is a blank fill layer with only the color channel enabled. You can see the repeating "bars" are filling the triangulation of the mesh; you can see the lines break to form triangles. I have no idea what is causing this.

Win10, Substance Painter 2017.3.1

Substance PainterSubstance Painter - Discussions - UV Seams: Editor vs. Iray
 on: September 01, 2017, 11:19:20 am 
Really not sure what I'm doing wrong at this point.

- smoothing groups per UV shell
- UV shell per hard edge
- 4096, 8x AA, average normals, .01, .01


The normal map looks excellent in the editor, but includes extremely visible seams in Iray. What is the issue?

It would be nice to be able to copy and paste filters, generators, levels (etc.) from one material stack to another.

Would be nice to be able to right click a color field and be able to copy that information and be able to paste it into another color field. This is possible in Unity 2017.

Currently, Iray supports bloom, but flares will be present regardless of your settings configuration. It would be nice to support bloom with no flares whatsoever.

Substance PainterSubstance Painter - Feature Requests - Iray ctrl + z
 on: August 07, 2017, 10:58:55 pm 
Would be nice to be able to undo Iray adjustments. Currently, when Iray viewer or displays settings are changed, you cannot undo, and step back to the previous setting.

Substance PainterSubstance Painter - Feature Requests - Transform Tools
 on: August 07, 2017, 09:13:21 am 
It might be nice to have simple transform tools to (at least) define the rotation of an object.

Sometimes it can be difficult or tedious to recreate a pose, e.g. Meet Mat submission rules.

Currently alt + shift left click will perform a snap rotation of the camera angle in the viewport. This is an incredibly handy navigation aid and I wish other 3D modeling applications supported it.

However, it would also be nice to be able to do a smooth axis constrained orbit as well. For example, snap to an axis (as above), and then rotate smoothly through that axis. This is possible in 3Ds Max.

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