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Topics - 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 >.<

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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