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Messages - Cohen Olson 0

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Thank you, I will give it a go.

I was hoping to blend the curvature map with my AO, but getting those exported would be the first hurdle for me.

I can see where the options for exporting AO and Curvature are in settings, but I have not been able to see how to choose them for exporting with the PBR Metallic preset enabled. Do I need to create a custom export option, or something of that nature?

Ok, so I am not sure where to post this, so I am starting with General Discussion.

I'm unsure why, but after finishing a project, I baked my maps and then exported them to use in Blender. However, the curvature and AO Maps I used in Painter did not export, and I had to move my dirt/grunge/scratches details to base color in order for those details to show.

1)How do I set up my AO and Curvature Maps to export

2)Does Blender support AO and Curvature Maps, or should I search for a work around?

Thank you for your insight. I appreciate it.

Here is a google Drive link. Sorry I did not think of this before.

Use tris? I thought that when you created UVs, you keep everything in quads?
Is this just specific to using Painter?

What file type should I share my Mesh as? I have tried both my Blend File and FBX, but those are too large for the forum it seems.

I only have a high poly version, I do not have a low poly version, though I have eliminated most extra faces.


I am working with Painter and while initially Baking my textures, I have gotten a couple of spots that have artifacts.

I have checked my Original Mesh (Blender) and my Normals are fine, and my mesh is consistent. Would anyone have any insight as to why these artifacts are showing up?

I am using Blender (v2.83).

My baking settings are:
- 2k resolution
- Mesh Maps:
       - World Space Normal
       - ID
       - Ambient Occlusion
       - Curvature
       - Position
- Substance Painter Version: 2021.1 (7.1.1)

I am away from my workstation at the moment, but I will try to clarify as best as I can.

I was referring to how Height data reads differently than Normal Map data and if those nodes should be kept in separate groups for optimization.

Otherwise, would I use sub graphs for keeping the data for those Maps separate?

I hope that helps.

Having read Luca's insight on Aliasing in Height maps, I am curious if I should separate my node groups by level of detail?

If I do this, would I lose information carried over by shared nodes, or should I just make copies of the shared node groups to clean up the workspace?

Thank you so much! I will try it out.

I figure this seems like an awkward question with no answer, so I will figure it out myself somehow, or just jump between computers.

Would making different layers help?

Hello! I am somewhat new myself, but while experimenting, I have gotten something similar to what you are asking with:
  • Blending a grunge map, and perlin noise
  • Then a directional warp
  • And adjusting with levels and perhaps a gradient blended with that.

Try that and see where it gets you. You can also try masking out that initial grunge map and noise blend before continuing if you want to isolate your sag in the brick to the lower region.

So I have a workstation I am slowly migrating from to a newer build which currently lacks a GPU. For clarity, let's call my older build Comp1, and my newer build, Comp2.

Comp1 is equiped with an Intel i7, 32 GB RAM, and an RTX 1060. So far I have been able to run Substance without any lag or latency issues that I am aware of. 

Could it still be possible to use the generated Maps in Comp2 after migrating from Comp1?

(Comp2 has an ASUS ROG STRIX Z490-E GAMING, Intel i9 -10900K, 64 GB RAM, Currently no GPU - aiming for RTX 3090 when it becomes more available/attainable).

*Edited for clairity

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