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Messages - Luxalpa

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In Houdini I can set the resolution of the material from Substance Designer, so the material renders at the correct resolution when I place it:

In Substance Painter, I can't find any such option. There's of course a setting for the preview resolution (which is the channel and not an individual material) and the export resolution (again). But I couldn't find a way to make sure that this specific sbsar that I put on a Fill Layer set to Tri Planar projection actually uses a high resolution.

Am I doing something wrong? I can't quite believe that Houdini appears to have better compatibility to Substance Designer than Substance Painter >.<

It looks very much like there's a problem with your UV layout. Make sure all of the UVs have the same scale. Check for distortion.

Just a heads up, but it's not possible for those seams to appear outside of UV borders. The reason is that the texture only has a certain resolution, and these seams clearly have a much higher resolution than your texture, so they are not in fact on the texture. There must be something wrong with the UVs.

I should also note that seams at UV borders when zooming in are unavoidable, as the texture can not smoothly be interpolated between two entirely different UV islands unless both UV borders happen to align perfectly with each other (i.e. they are parallel) on the pixel grid.

Feel free to post the created texture and the .obj of your object.

Substance PainterSubstance Painter - UV Tiles - Re: Hide UDIM Tiles?
 on: May 30, 2021, 09:23:32 am 
I'm also hoping for an update on invisible UV Tiles. I want to be able to paint inside the head, but making them invisible still paints on the invisible tiles instead. As of right now that effectively makes creature pointing impossible for me in Substance and I had to subscribe to Mari just because of this issue. Would be cool if this could be resolved.

The problem is that substance never actually hides things from drawing. It will still draw on backfaces (even though they are not visible) and it still draws onto invisible UV Tiles. I think for now the only workaround is to use Mari instead, which is a shame given its price tag. :/

It may be possible to render out Substances brush strokes and reimport them as an image (basically exporting the masks and then reimporting them), which could also workaround your issue (but beware of seams between visible and hidden UV Tiles which you may need to fix later).

Texture how it's displayed in UV View:
Actual texture:
Texture how it's displayed in 3D View:

As you can see, the areas indicated with the arrows are going back towards grey on substance painter, whereas on the real texture (using MS Paint here) it's actually a solid red object. There is no reason for Substance to make up light grey pixels out of nowhere here. On edges like these I'd expect the software to either take the pixels from the connected UV Island (which would be red) or it should take the pixel from the texture map itself (which would also be red). However, Substance does neither. It just creates an artifact instead.

This is a critical issue. It affects the whole program at all UV seams. And the effect multiplies the more things you add:

Edit: Could not attach the log file, apparently it is too big. I get a weird error code 413. I added it externally:


I've exported my displacement maps from ZBrush. I tried using the EXR format and TIFF, however neither of them seems to be working. The material is shown as entirely black, it does not show any sort of displacement in the viewport nor iray no matter what settings I enable. The 16 bit TIFF works if I put it into the height channel.

Are 32 bit displacement maps not supported yet?

These are my displacement maps:
This is my mesh:

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