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Topics - litote

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Substance PainterSubstance Painter - Discussions - Environment map resolution
 on: February 16, 2020, 09:05:47 am 
When I show the HDRI map in the viewport or Iray it seems to be very low resolution (pixelated). Is there a way to improve this with a setting?

Is there a way to save a colour you have chosen so you can easily switch back to it when painting? I see no option to add it to a palette like in other apps.

I want to delete some textures I imported to a Project shelf tab. I can't see an option to remove them -- is it possible?

Don't worry DEA, I don't mean that kind.

Can anyone suggest how one might go about selling Substances they have created online? I currently list mine on Gumroad, but getting the listing noticed is a puzzle I have yet to solve. I have also tried UE/Unity marketplace, but they are agonizingly difficult to deal with.

BTW, if you are a Blade Runner fan, you might find this Substance of interest:

I created a graph using the Metallic/Roughness mode originally for creating the correct type of maps for UE4.

Now I want to create the correct maps for other game engines that use the Specular/Glossiness type, like Cryengine and Unity.

Do I just need to output Specular and Glossiness maps and repackage them with the other maps I have already exported (base color, AO, normal)?

If so, do I just add change the Metallic Output node to Usage: glossiness in the attributes, and set the Roughness Output node to Usage: specular and then export those two maps? Is it that simple?

I have created a graph using the Metallic/roughness workflow.

Is there a way to export maps from the graph that use the specular/glossiness type?

Do I use the BaseColor/Metallic Roughness converter? I am not sure how to use it. Presumably just connect the appropriate inputs from the graph to the node and then the nodes outputs to the Output nodes? The documentation does not seem t show an example of the setup. A picture would be helpful if someone could post the proper setup.

If you are a fan of "Blade Runner" you might find this Substance I created of interest... images of some of its incarnations are on my ArtStation site, with a Gumroad link if you wish to purchase it:

If you are a "Blade Runner" fan you might find this new substance I created of interest... you can see images of some of its incarnations on my ArtStation page, where it can be purchased for a nominal fee  ;) :

I created an Input Parameter for a node just so I could link another parameter to it to control it switching on and off. I don't want this exposed Input Parameter to show as a user control when I export the Substance .sbsar. Is there a way to make it invisible?

It seems you type an expression in to the Visible If field, but what is the simplest way/expression?

Or is there a way to link the node parameter without creating an Input Parameter?

Is there a way to strengthen the intensity effect of a height map?

I know there is a parameter for this in the Normal to height HQ node, but I want to use a greyscale height map baked from a mesh instead of a converted normal-to-greyscale map, as it is cleaner.

Is there a node or a process in the graph, or a way to bake out a stronger map from a mesh?

When I set up a project using DirectX as the normal map mode, I notice when I export the maps there are two normal maps -- one with a .lambert_Normal_DirectX extension and one with a lambert_normal extension.

What is the lambert_normal one? Is it OpenGL converted from the DirectX version?

When I set the viewport resolution to 4K and try to export, the lambert_normal version map renders improperly with artifacts at the top. The .lambert_Normal_DirectX map is usually OK. Is this a bug? I am using SP 2017.

I don't get this problem if I set the project to OpenGL to begin with.

I am guessing that if the lambert_normal is a conversion to OpenGL then there is a bug in the process of conversion.

When I export maps it seems I have to export all the maps for a texture set. is there a way to export a single map, e.g. just the normal map? I see no way to uncheck the other maps.

I created a set of Input Parameters from Exposing node parameters to create control sliders for the Substance. Is there a way change the order they appear from top to bottom?

I have had some problems when importing an .sbsar I generated in Substance Designer into Substance Painter. Sometimes the thumbnail does not represent the material, with odd tiling lines on the thumbnail sphere, etc. I presume it may be caused by saving many iterations of my .sbs graph and the associated resource file links becoming confused.

The Substance still works in SP, just the thumbnail looks wrong. Is there a workflow I am missing? What is the recommended method of saving iterations in SD to avoid any path conflicts?

Is there any way to replace the thumbnail that shows for the material with a self-generated image to fix the problem. SP seems to calculate the thumbnail from the graph.

I notice there is a skew map option in the Bake model information window in SD 2017. Is there any info on how to implement it or how to bake a normal map from a high poly mesh to a low poly mesh in SD 2017?

Update: I found Wes's tutorial on this:

I will experiment of the best method to use the skew map method when you have a high poly mesh with a divot on a hard edge. Presumably you can also mask it or chamfer the edge of the low poly mesh?

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