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Messages - vd97

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Substance PainterSubstance Painter - Discussions - Re: I just want to say
 on: October 07, 2016, 09:13:57 am 
As a software engineer myself, I know the feeling. We're used to only hear negative comments from users.
So indeed, a nice word now and then is appreciated (and should happen more frequently).
To the staff at Allegorithmic: Well done! I enjoy using this piece of software. And thanks for the great support as well.


Maybe my workflow isn't the best to achieve these variations, but what I have done upto now was to create the main color as the bottom layer and add the different detail colors (decals, caution tape, ...) on top, then adding wear and tear on top of that.

I am exporting the textures to Cinema 4D.
For these variations I tried to isolate the main color by exporting the different masks for every layer on top of main color.
I intended to create a C4D material for the main color and another material containing all the other layers on top, using mask(s) obtained from each layer in order to let the main color come through.
First, it didn't provide the same result as exporting the textures as a whole from SP.
Secondly, for a single textureset I ended up with 13 masks. Not something I was looking forward to do for every textureset, for every model requiring variations.

So, if I understand correctly, going the Substance Designer way also would require me to isolate the main color as I tried with the C4D material?

Seems, that creating the different variations as separate color layers, and exporting the different variations by enabling/disabling specific color layers is the easiest way to go ... until the developers come up with some "variation-tool" ;-)

I hope the screenshot gets attached to this message. Looking forward if it could give you more ideas how I could proceed. (thanks in advance)

Hi again,

Thanks for your reply.
Didn't think of using Substance Designer to control the variations.
But since I have all these layers (main color, detail color, damage, dirt) wouldn't I need to recreate all in Substance Designer in order to manipulate the basic color only?
If I export, say, the base color texture from Substance Painter and construct a substance, how could I then simply alter the main color since the base color contains all color information collapsed from all layers.
I can understand that recreating the layers via nodes in Designer I can simply modify the main color node. But for this to work I would have recreated everything in Substance Designer as nodes, I now have set up in Substance Painter as layers?

For now, I went the manual way and created each variation using a main color layer per variation. But I'd like to understand for future models how to do all the main work with layers in Painter, and do the variation thing in Designer.
Is there any tutorial available which handles this topic?

Substance PainterSubstance Painter - Discussions - modify multiple texturesets
 on: September 08, 2016, 11:06:44 am 
I have this model which consists of 11 texturesets, representing different parts of the model.
Each textureset contains a base model color layer, and then quite a few layers for painted details, dirt, wear-n-tear, ...

Now I want to export textures of this model but with different variations of the base model color (red, green, blue, yellow, ...)
I thus change the base model color of the textureset, export textures, change base model color, export, ... etc.
But I need to change the base model color for every single textureset.
Is there some way to "link" these layers in the different texturesets so I only have to change the color for one?

I am still using SP 1.7.3 as I am in the middle of a large project and am holding off from installing 2.0

FYI, I created several color layers in each textureset, and am switching on the specific color before exporting a variation. This way I don't need to fill in the correct color values, but only need to enable/disable layers for every variation. Still I need to do this for every textureset, for every variation.

Maybe not the right workflow (I am still using SP 1.7.3), but what I do is to export the height to a normal map. Import that normal map, and assign it to the normal slot, then re-bake all textures (except normal) from the assigned normal.

For exporting the height to normal, I have this configuration preset Height2Normal (can't remember if it came standard with Substance Painter, or if I created from scratch). It uses the Converted Maps Normal OpenGL (as RGB)

Substance Integrations - Cinema 4D - Re: Workflow Question
 on: September 01, 2016, 07:38:00 am 
Thanks Andreas for the link to the C4DCafe's thread about SPETI.
I haven't the solution to get the result in C4D to look the same as the painter viewport, but this plugin allows for automated import and assignment of exported painter textures to a C4D material (SP -> export => C4D -> import)
In the meantime I have updated the plugin (version 0.5) which allows to set up reflectance layers.

After having used Substance Painter 1 extensively for the past 6-7 months, through version upt 1.7.3, I now suddenly experience the same problem with my Kaspersky Antivirus.
I am exporting textures, and I suppose the application crashes for some reason. This then seems to trigger Kaspersky, and it removes the whole application as if it's malware, reporting that it contains PDM:Trojan.Win32.Generic.
I suppose this is indeed a false positive, as after extensive scan, no virus, trojan, malware was detected. It would be very odd if only Substance Painter would get infected and no other applications. Looking at the date of the original message in this thread, this problem seems to have been an issue for multiple versions of Substance Painter 1, and yet Kaspersky hasn't done anything to solve the issue.

Is there some way to automate this process for all texture sets?
When I import an object with 20 or more texturesets, I would have to manually create the ID map for each textureset separately.

A workaround can be to manually add the mesh name. I do this when I'm using multiple materials.

Hi Wes,

Would you mind elaborating on the above workaround?

I have a mesh with many submeshes. Multiple submeshes share the same material. What I would like to do is to convert UV to SVG all submeshes but create an svg per material, with random colors for the different submeshes.
Currently I can only do this manually, by enabling all submeshes for a same color and bake the svg, deselect all and select submeshes sharing the next material, and so on ...
Is there an automated way that I can bake an svg for each material? The manual way does work, but it becomes quite tedious when you have 200+ submeshes and 20+ materials ... all scattered around.


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