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Messages - KelDG

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Substance PainterSubstance Painter - Technical Support - Re: 2D view gone
 on: August 06, 2016, 06:57:12 pm 
F1 did it, I must have knocked it at some point.  Thanks

Substance PainterSubstance Painter - Technical Support - 2D view gone
 on: August 06, 2016, 12:15:41 pm 
Hi, today my 2D view has gone from substance painter.  I only have the 3D view now, even resetting the UI does not work, am I missing something obvious?


Can anyone shed some light on this problem I have, the material is fine in designer, the graph scales up and down res no problem see below.

But when I import the sbsar to Unreal I get this problem below, the substance scales fine but the bolt does not.

Here is a normal when imported into unreal

Has anyone come across this problem before?  It is probably something simple that I have overlooked.

1. All graphs are set relative to parent and scale no problem in Designer.
2. The bolt is from a normal map created in Substance Painter that contains all the bolts for this object (similar workflow as Wes and his vehicle paneling from GDC presentation 2014) and combined with the Designer normal map, all instances of this bitmap input have been locked to 2048x2048

Thanks in advance


+1 for me too

Been staring at the screen too long, invert mask is right in front of my eyes.   ::)

Hi all, quick question.

I am making a tile texture with alternating tiles so using the checker mask seems the way to go.  I can create an alternating pattern by blending 2 tile generators using checker masks with the second generator being globally offset.  This works a treat until I want to expose the Tile amount and change it on the fly as the offset then does not line up with the tile any more.

A good solution to this would be not using an offset for the second generator but an inverse checker pattern, is there a quick way to do this before I start messing about with making this mask manually as it seems like this would be a built in feature?

Thanks all

Hi, I am trying to get the real world measured values from a chart over to substance painter but am having trouble understanding how they relate.

a = Albedo
m = microsurface (roughness?)
r = reflectivity (metal?)

I sorted my albedo in photoshop but...

Am I right in thinking that microsurface is a roughness value, and reflectivity is a metal value?  If so how do I get that information into substance painter when these values are represented as sliders 0 to 1 value?  Has Allegorithmic got some value charts that I have missed maybe.

Thanks all


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