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Topics - cjwidd

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Substance PainterSubstance Painter - Feature Requests - Iray render presets
 on: August 07, 2017, 07:50:40 am 
It would be nice to be able to save Iray render settings (viewer settings and display settings) in a data file of some kind, which could be loaded to quickly toggle presets for different render scenarios.

Is it possible to render SSS in Iray for Substance Painter 2017.2.0? SSS is clearly visible in the editor, but not in Iray. Adjusting MDL parameters and / or setting the shader model to PBRSSS does not help.

Substance PainterSubstance Painter - Technical Support - Rings on a Barrel
 on: April 29, 2017, 03:43:41 am 
How to apply metal edge wear from height map channel, if height detail was not baked down from a high poly model?

For example, take a low poly cylinder, bake control maps from low poly cylinder. Apply a metal barrel material that contains height data for the concentric rings (typical of metal barrels). Now apply metal edgewear generator. How can you get the erosion of effect of metal edge wear to apply to the rings, if the low poly bake produced a curvature map that is flat?

*See attached for low and high poly models

Firstly, I'd like to thank the Allegorithmic support staff for all their help in troubleshooting the 3D content creation workflow and all it's foibles. Allegorithmic has done so much for the 3D community and I really appreciate it.

When baking a normal map for a chamfered cube (high poly) to a 6-sided cube (low poly), I am able to do this successfully regardless of whether the normals of the low poly cube are 'unified' or 'broken'. However, this is not the case for more complex geometry.

In 3DS Max, unifying normals sets the direction for each unified normal to be perpendicular to the averaged surface at that point. Breaking normals orients each separated normal perpendicular to its respective face (see attached; unify (left), break (right)).

My question is, what is the *correct* option when preparing a low poly model for export to SP2, unify or break?

I'm curious about best practices for baking intersecting or orthogonal geometry in a seamless mesh (see attached). This railing was a bit of a trick to bake properly in SP2, and involved detaching the mesh into numerous pieces to avoid different types of projection issues. Doing so was a little tedious, but probably impossible if not for SP2 'match by name' option. Any advice?

Substance PainterSubstance Painter - Technical Support - SSS
 on: April 14, 2017, 10:09:10 am 
After importing the SSS and SSS with alpha blending shader into the shelf, I am not detecting any difference in my material properties, even after ensuring that a transmission map is available for use. I've reviewed Wes' tutorials regarding 'faking' SSS using the emissive channel, but I'm curious about how SSS can be achieved "properly" in Painter.

It would be nice to see a basic demonstration of SSS for a wax or other lipid compound inside Painter.

When applying a bitmap mask to a fill layer - in this case, a greyscale image - why does simply adding a levels modifier make such a dramatic difference to the appearance of that mask?

It seems that files, after being added to the shelf, are not in fact being stored (on disk) at the location indicated by the flyout menu when hovering over the thumbnail in the shelf(?)

Regarding stencils: is it such that you cannot interactively change the parameters of the stenciled (or stamped) material once it has been applied? If so, why is that? If not, how is this achieved?

First post, apologies in advance.

Creating a basketball floor in Substance Painter. Imported a wood substance from Substance Source.

When tiled across the dimensions of the floor plane, the pattern of the repeating tiles is too noticeable - as expected. Can this be reduced or eliminated using techniques in Substance Painter?

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