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Messages - CGHarp

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Figured out a work-around here...

alt+left click the mouse on the mask icon in the layer stack so that you are viewing the mask (like in Photoshop)

Go to-

File Menu- Export Textures
Output Template- 2D View

It should export all of your udims for the mask.  You'll rename the maps as needed for your convention.

Hey there, silly question, but this is driving me nuts and searches are not bearing fruit...

When you click on a node in the graph, the properties of that node become active in the PROPERTIES menu.  Is there a shortcut or hotkey to change the context of the PROPERTIES menu to the material itself (that you would click in the Explorer menu) so you can bounce back and forth when tweaking settings?

I'm working on the parameters that will be promoted in the archive, so I'm jumping back and forth- a shortcut would be nice to easily go between the nodes context and the material properties preview.

Thanks in advance,

Is it possible to copy content such as Smart Materials, Materials, Groups, etc. in a batch method across multiple texture sets and/or udims at one time?

In this case I don't really need/want instancing because each texture set will have unique textures related to it, but I have a workflow where all of the base layers are setup to keep a clean workflow (see attached image).  I just want to batch copy the content to each texture set at once and I'm unaware of a way to do this...  any suggestions, is there something I'm missing?


I had the same question, this would be very helpful, 512 previews are not useful for evaluating materials that you might want to use and having to set a preset to manually switch every time is not efficient and a bit annoying.

Outside of some of the user options that appear to be missing, I love the fast, streamlined and easy way to view and export maps.

Can't wait to try Alchemist!!  It looks pretty amazing.

Ok, apparently rather using the search function on the forums I should've just scrolled down, I see there are others requesting the same.,25175.0.html

I've got one of those little quality of life questions... is there a way to adjust the default viewing resolution (output size) that previewed materials drop in at?  Currently it's defaulting to 512 x 512, I'd rather it just automatically default to 2K so I can see proper detail without manually switching (I preview lots of materials quickly).  I don't want to have to apply a preset setting every time, it's a bit of a pain/annoyance, I'd like it to default to the 2k setting.  I looked through the options and haven't seen an option and I also searched the forums, so any help is appreciated.  :)

Thank you Marion and Colkaih!!  I wonder if I have popups blocked or something, I've never seen that, I'll check.  Cheers!

Hey Wes and/or Jeremie, at one point you mentioned (maybe at a GDC talk or Substance Days) that you would do a demo of how you created the multi-layered smart material for the space hull damage based on height masks, anchor points, references, and what not.  I've done some searches unsuccessfully, does this exist or are you working on it?  That's the kind of game changer stuff that I love Substance for, but I'd really like to wrap my head around that workflow.  If the demo isn't out there, have you made the material available?  This would be an amazing demo that I think would lead to some pretty remarkable savings in a production pipe.  Thanks for any info you have!!  Cheers

I'm a little confused, it's says that both exist so I assume when I download I would get both, but as you can see by the image I've attached, I'm only getting the SBSAR... lil help?  :)

Disregard... I just set up the fill layer like I did the stencil and plugged the alpha into the opacity channel... derp... problem solved, long day.

Photoshop has the ability that's actually default that links the color layer data with any masks that you would apply.  Anytime you use the transform tools like move, scale, or rotate, the mask moves with it.

I have cards that will be used in layers for parallax that need cutout opacity, I want to do this in Substance, but currently I have to load 2 textures for each element, one for color and one for an alpha.  Any uv transforms that I do like scale, offset, or rotation values have to be manually copied over to the mask's tiling layer which is very tedious and unrealistic for the number of cards I need to work through, and god forbid I have to make tweaks, then I have to do it all over again.  Is there a way to link these?

I tried creating an opacity channel and stenciling the color info and then adding the alpha to the opacity layer, which works, but the stencil does not respect the image proportions, it wants to square it and that's no bueno for my needs.  Any help is greatly appreciated, cheers.

I lost my latest version of a Substance Painter file due to a bad archive and essentially was set back by 3 days of work as a result.  I'm using the default PBR - Metallic Roughness (allegorithmic) template and then converting to Vray UDIM's at export to Maya/Vray.

My only solution at this point seems to be getting my file back to the last round of notes in review by re-importing my latest texture exports back into the file and plug them back into Substance Painter's Material channels.

My questions are:
Is there a way to automagically re-import the Vray UDIM maps and have the ior, reflection color, and reflection gloss maps converted back to the Metallic Roughness material (without having to manually invert maps), how is the ior derived in this conversion?

Also, do I have to manually rename the .UDIM's to _UDIM's to import the resources as textures, or does Substance Painter have a way to handle this for you?

thanks in advance

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