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Topics - Metronomus

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1
SubstanceSubstance - Purchases & Licenses - Substance Source License
 on: December 18, 2017, 02:07:36 pm 
Hey guys,

I own SP and SD (indie) and am interested in getting access to Substance Source. As far as I know, I have to upgrade my license to a monthly subscription.

Does it matter which license I update - SD or SP ?
Will my installed versions of SD/SP still run with the old license?

Best, Michael
P.S. It is a bit of a pitty that I can´t just subscribe to substance source - would make things easier in my opinion. Anyway: thumbs up for two great products!

2
Substance PainterSubstance Painter - Technical Support - Merge Masks?
 on: August 28, 2017, 12:46:49 pm 
Hi guys,

is it possible to merge my layer and/or fill layer masks into a single mask?

Best, Michael

3
Hi guys,

I´m using SP for creating a trim sheet and I like the transform filter, because I can duplicate layers and move them around on my sheet.

It would be awesome, if I could use this transform filter on a group of objects. Is this somehow possible?

Best,
Michael

4
Oh dear - I´m stuck with a very stupid issue :-( .

I would like to use SP to create a decal sheet and import this into UE4.  I use an height alpha image and stamp in onto a fill layer to mask out my normal details. Then I export the normal map.

So far so good, but I also need a "solid" masking map for my decal material in UE4. If I use the exported opacity map, some parts of the normal map get lost, because it is semi-transparent. I actually need a white solid "silhouette" of my details without transparency.

Am I beeing totally stupid :-/ ?

EDIT: To answer my question - yes, I am. I had to use the input normal map (alpha) and not the converted normal map :-/ .

5
Hey guys,

I´d love to see some kind of spline painting tools - brush follows a spline path with bezier handles.

Best,
Michael

6
Substance PainterSubstance Painter - Discussions - Modular pieces
 on: August 01, 2017, 08:18:25 am 
Hey guys,

I´ve got several modular individual corridor wall pieces and I would like to cut horizontal panel lines at the top and bottom of the modular pieces. How yould I line them up so that the cuts (lines) are at the same position?   

7
Hey guys,

I´d love to know how these little, but very useful normalmaps (shapes, vents, ...) in SP were created. Some of them have parameters to adjust size or shape.

1. How do you create your own in SD?
2. How could I also be able to select a different material for the normalmap shape? For example a screw normal map should have a different material/substance. I guess I would have to create this functionality in SD. Is there an "input node" for materials/substances - I only found one for a texture.

@Wes - perhaps you could make another awesome tutorial about making your own tools for SP in SD like the damage filter tutorial :-) .

Best regards,
Michael

8
Hi guys,

first of all : I love Substance Designer and Wes, congratulations to your award - you earned it!

But what I don´t like about SD is the organization of the nodes. It´s like a plate full of sphagetti in more complex graphs and really hard to follow/understand, especially when learning and looking at the graph of somebody else.

- Wouldn´t it be possible to have a kind of "variable" Node, which saves certain parts of the graph. Then you can instance this "variable"-node in some other part of the graph without having to connect it via wire. The same instances could also be indicated by the same color for example.

- A reroute-Node (like in UE4) would be awesome to organize the wires and keep everything tidy.

- A way of collapsing parts of the graph into single nodes with in/out connections. (see UE4 macro/functions)

- Perhaps individual graph tab pages for all channels (i.e. base color, normal, roughness, ...) . Links could be done via the "variable"-node.

- Why doesn´t the frame adjust its borders when I move a node inside of it? Why don´t I have the possiblity to change the size of the frame on every border? (hor and vertical)

Best regards,
Michael

9
Hey guys,

as far as I know, I have to bake the normal map and reimport it to get AO and curvature from the normal details I´ve painted. It would be great to have this happen in real time, without the process of baking&reimporting. I know I could use own filters (see damage example), but is there another way?

Could this be a future feature, allegorithmic-guys?

Thanks for this awesome tool.
Best regards, Michael 

10
Hi,

I´ve got the problem that can only use the normal textures "brushes" when only the "normal" channel is activated. In this case the mask of the normal works. As soon as I turn on another channel "color", for instance, the normal map brush is not cut out the right way (square visible).

I´d like to paint my normal "texture brushes" in another color, roughness, for example for screws. Or the handles or container normal parts should have a different color.

Using 2.1.0.

Is this a bug or am I doing something wrong?

Best regards,
Michael

11
Hi,

I think Substance Painter is an awesome tool, but creating normal maps with alpha shapes is a bit cumbersome is some cases. I don´t know if this has been asked for, but in my opinion it would be great to have some simple vector based drawing tools, a bit like nDo2 in Photoshop.

Best regards,
Oli

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