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Topics - casperwermuth

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Hi guys,

I'm really happy to see this exporter to PSD. It's a great help for us :)
Thanks a lot!

However, I only get the BaseColor into photoshop. All my colleagues get all channels into PS, so it's a local problem, and I dont know how to solve it.

Dooes anyone have any idea whats going on?

Substance PainterSubstance Painter - Discussions - Mask from diffuse
 on: March 06, 2016, 06:32:46 pm 
Hi guys,

I have projected stuff into a normal layer, and would like to derive a mask from that. Just like CTRL click in photoshop would select the layer filled pixels, and then I could click create mask.

Is there something similar in painter? How can I create a mask from the opacity of the layer?

Hi guys,

Question 1
How do I adjust my fills independently?
Lets say I want a mask with 2 fills. Ao and curvature. I want to tighten the AO with levels, then add the curvature, but soften that one with levels as well (as the default one is super brutal)

How would that look?

Fill (curve)
Fill (AO)

So, now I cant adjust my curvature without killing the AO underneath it. Is there anyway to assign tweaked textures? Or adjust independtently somehow?

Question 2
Can I have a mask derived from another layer, and adjust from that?
So, if I want to make something blue, and have a red outline, can I do that?

Lets say I mask with AO. Fill it with red. Then I duplicate that layer, tigthen the mask a bit, and make it blue. Now, if I adjust the red layer, I have to manually adjust the next as well.
Can I somehow say my mask should be THIS + 2 pixels or THIS + ao etc? Linking it to other layers?

I hope it makes sense :O

Hi guys,

I'm generally really happy about the baker in substance painter, however, I just cant seem to get AO results to match that of Xnormal.
In substance, the crevices are dominated by a perfect white line. I assumed this to be a too high min occluder distance, but it is at default 0.000001, and cant be lower, it seems.

What do I do? How do I get rid of these 'errors' in my AO?

Substance PainterSubstance Painter - Feature Requests - Drag to pick
 on: November 15, 2015, 05:21:42 pm 

I miss a feature to pick the roughness (or anything else for that matter) of my mesh.

When I drag the slider of height, roughness, metal etc, if I keep dragging it into the viewport, it would be sexy as hell if it became a picker, so I could pick a specific value on yhe mesh.

I use this all the time in other software, if I want to add a layer that has just a tad more shine, for example. Right now I have no idea what that would be, so I have to set it to 1, and then use layer blending instead.


Thanks for all the great updates on your products :)

Something I would like to see, is a slightly more details progress bar for baking.
usually the AO takes quite long, and right now it will just show 50% Ambient Occlusion, but after 10 mins I have no idea if it has crashed or if it is almost done, or maybe only 5% rendered, which would be really nice.

having the progress bar for all total maps combined is nice, but it would be nice to (also) have it on a per map basis, if it isnt a lot of trouble implementing.

Hi Substances :)

I don't understand this. Half the time my unreal crashes when I try to reimport a substance.
The weird thing is, when I then launch UE again, and reimport again, it might work. So it is not the substance that is broken.

I have placed all substances in the UE Project directory.

There doesnt seem to be THAT many posts about it on the internet, so I assume it has been solved for everyone else?
I am using SD 4.6.2

Am I doing something wrong?

Substance PainterSubstance Painter - Technical Support - Exporting bakes?
 on: March 09, 2015, 10:33:39 pm 
Hi guys,

I baked my maps in SP, and now want to get them over to SD to set up the rest of the material.
But how do I actually get the baked stuff out? Like the World space normal, and position etc? Im sure it is so simple, but I cant figure it out.
Are the texture saved on my disk somewhere? They are right there in my shelf, and I have no idea how to get them out :)

Substance DesignerSubstance Designer - Feature Requests - Pausing 3D view
 on: March 09, 2015, 09:43:08 pm 
Hi guys! :)

I'm learning SD for the throne room challenge, so im still a huge newb.

Is there a way to disable computing the entire graph momentarily, and only compute (up to) the selected node?

For example, if I have a huge graph that takes 20 seconds to compute, and I want to tweak a mask generator, can I somehow pause/disable the 3D view, so I can get fast feedback on the mask in the 2D view? Or do I always have to wait 20 seconds before I see my changes in the 2D view?

I googled it, and only post I found was from May, where this wasn't possible, so thats why I am posting it here.

Substance PainterSubstance Painter - Feature Requests - Gradient map
 on: January 17, 2015, 07:10:55 pm 
Hi guys,

I realized SDesigner has a furiously sexy gradient map tool.
Since I am doing a lot of stylized work, gradient maps are a huge deal of the texturing process.

Is there any plans of implementing gradient maps into SPainter as well? :)

Substance PainterSubstance Painter - Discussions - Changing applied materials?
 on: December 30, 2014, 11:27:13 am 
Hi guys,

Im a total substance noob, so please forgive me.

Is it possible to change materials already applied, like I would do in substance designer or quixel?

So, if I paint in Metal X, can I then tweak the roughness of it? Or do I have to tweak the roughness, repaint, evaluate, adjust, repaint, etc?

Is this where substance designer comes in?

I seem to be missing some key point here :)

Substance PainterSubstance Painter - Discussions - Cavity masking
 on: September 11, 2014, 10:18:36 am 

Sorry for being such a newb, but how do I mask by cavity, curvature etc, to only paint in crevices for example? Im sure it must be there somewhere, but I cant find it :)
Can anyone help me with this?

Hi guys!

I just made my first modular wall (yay!), and wanted to reuse that entire graph on another mesh, Pillar, in this case.
Now, the wall is made up of a few different materials I made, blended with the material blend in the end.
Is it possible to then take the entire network here and reuse that on the pillar, with just other maps? I was hoping I could just expose the filepath in the normal input, Ao input etc, but that is greyed out. So, how do I effectively duplicate and reuse graphs?
Kind of like "instancing" a graph, I guess.

Or am I simply going about this the wrong way? Im still not in the SD mindset, I noticed :)

Substance Integrations - UE4 - Roughness in Unreal 4
 on: August 17, 2014, 05:53:16 pm 
Hello guys,

As I am new in both UE4 and the allegorithmic software, I am most likely missing something super obvious.

How do I sync the look on metallic surfaces between SP/SD and UE4?
If I have a metallic surface in unreal, and apply my textures to that mesh's material one by one, everything seems fine until I put in the rouhgness map. Then it doenst look like what I see in SD/SP at all. And I cant seem to figure out wh. No matter how I multiply/overlay/whateverify the roughtness map with in unreal.

Im sure it's something small and easy. Can someone help me figure it out? :)

I need a precision mask, but cant find the precision masks/selections like lasso selection/masking and even better, the polygonal selection.

How do I find it? :O


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