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Topics - dinkybc

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It's not completely clear to me what exactly is possible with Substance Painter's customizable GLSL shader. I understand that this is a GLSL API with limited scope, and a library of useful tools to help us achieve more advanced shaders in the viewport - but is it limited to just the basic Metal-Roughness and Specular outputs?

For example, in the Surface Shader API page of the documentation, a list of functions is provided that gives us some level of access to the BSDF/Fragment Shader. Is this list the only outputs we're able to send to the GL Frag?? So do I have a limited BSDF?

The functions listed are:
  • alphaOutput
  • diffuseShadingOutput
  • specularShadingOutput
  • emissiveColorOutput
  • albedoOutput
  • sssCoefficientOutput

There's only one 'specularShadingOutput' - so does this mean I'm only able to have one layer of Specularity in the BSDF? What if I wanted to add a second specular BSDF layer, say for clear coat or sheen? I know that Adobe has provided a Clear Coat shader - however, is this something I could re-create myself with the Shader API? Or is the API too limited?

Thanks in advanced!

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Tutorial I have a Question About: https://academy.substance3d.com/courses/GLSL-Shaders-for-Substance-Painter-with-MaterialX/youtube-5VLs9nRqOAA

I've got a question about the Standard Surface root node presented in this tutorial: It seems to me that the Standard Surface root node that one needs to use to export Painter GLSL shaders doesn't have a fully functioning suite of features. Specifically, when I was trying to test Sheen and Clear Coat I noticed a couple of things.
  • Sheen: This input functions in Designer's real-time viewport. But when exported to Painter (utilizing the area of 'user#' inputs), Sheen no longer seems to have any affect on the rendered material.
  • Clear Coat: This input seems to work in Designer's real-time viewport - however, it looks weird, half the model gets consumed with black color for some reason. And in Painter's viewport, Clear Coat appears to have no affect on the rendered material

I understand the MaterialX plugin is still work in progress, I'm just curious which features of the Standard_Surface shader root node work and what features don't work.

However, I'm really liking MaterialX's implementation in Designer, though - especially for building Painter viewport shaders. I'm looking forward to seeing it expanded upon.

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Goal:
To build a GLSL Shader for Painter's real-time viewport which renders cloth Sheen and Clear Coat effects.

I recently built an MDL shader which has a Sheen and Clear Coat layer, and I wanted to create a Painter viewport GLSL shader which replicates that MDL shader in the viewport.

Problem:
I'm a novice when it comes to writing GLSL, and the language is a bit strange looking to me, so this has been challenging. I'm familiar with coding with C# & Python, and I'm also very familiar with building custom shaders in various renderers using Node Graph Schematics.

As a beginner in GLSL, I've found Substance Painter's documentation for its implementation of GLSL to be a bit sparse. And of course looking online for information on GLSL can get quite expansive - there's so many different implementations of GLSL, from low level to high level. All I want to do is make a simple shader for Painter's real-time viewport. Would anyone have any suggestions for where I might be able to go.

I tried building the shader I need with the new MaterialX plugin through Designer. While that appears promising and I'm glad to see it being built, it doesn't seem perfect right now. The Standard_Surface shader has some areas that don't seem to function at all in Painter - such as its built-in Sheen and Clear Coat inputs (they work in the Designer viewport, but not in Painter's).

Any help would be appreciated. Even just pointing in a direction would be great! :-)

Thank you.

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Hey all,

Was experimenting with the Shape Spatter node, trying to learn some of the advanced uses of this particular node, especially in relation to how it uses a Vector Map.

I came across something odd with the Position section of the node, there's a Vector Map Multiplier value in there that doesn't seem to do anything. Yes, I do have a Vector Map plugged into the node, and the other Vector Map Multiplier values work fine (Displacement and Scale).

See the attached image for the exact parameter I'm referencing.

Am I using this correctly? Does anyone else have the same problem?

Thanks!

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Hey Allegorithmic community!

I've been using Designer and Painter for quite some time and recently have been working on a project that will have me returning to Painter for a lot of detail work.

This is a hard surface sci-fi model, and like the last time I did a project like this, I decided to save most of my tedious detail work for Substance Painter. I have a large library of hard-surface sci-fi style alpha maps and this makes Painter a great place to quickly add detail to a game model.

HOWEVER!! I love Painter's generators. It's one of the reasons why I use the software. Though the last time I did this type of project, I had to re-export all my maps and re-import them - essentially collapsing all my layers down into the original plain baked texture maps. I did this so that the Generators would consider all the details that I painted in its process for doing things like paint scratches, dust, dirt, etc. etc.

This worked well; once I re-imported the textures, once I use the Generators, it even includes all the details I manually painted in with my Alpha maps are effecting the appearance of the generator masks.

But this is a very destructive way of working. After I do this, I'm essentially collapsing all my layers - just the same as you would do in Photoshop.

I don't know if there's another way to get Painter's Generators to also consider my manually painted layers as well as the original baked texture maps. Does anyone know if there is?

Thanks so much!
-Alex

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I know questions on this subject come up quite a bit. I do have the latest version of the GlossSpecNormal shader and I am loading it into my viewport settings.

Now, I originally created a couple of materials in Designer. When I load my material (created with gloss/spec intentions) into Painter, and use a fill layer to apply it to a model, it doesn't look quite like it should, relative to the Designer viewport which is using the Gloss/Shader setting.

I noticed that the only available channels in Painter for the materials is Diffuse, Height, Metal, Rough. And obviously the outputs in my Designer material is Diffuse, Normal, Spec, Gloss.

So where do I plug in my Spec Gloss? If I plug them into the Metal and Roughness shader, it doesn't seem to make any difference in the way the material is displayed in the viewport.

Am I missing a step in the conversion process? Should I be doing something to the Designer settings outputs to prepare it for Painter?

I'm grateful for any help. Thank you.

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