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Topics - gosusorai

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Substance DesignerSubstance Designer - Feature Requests - Link Node
 on: January 14, 2019, 10:09:31 pm 
Posting here because the Feedback section of the site wasn't accepting my post.

I think there would be a huge benefit in having a node that links to other software, specifically ZBrush and Painter.

For ZBrush, the node would connect to a ZBrush session and allow for users to generate height information from the session. It can also send Designer's height data to allow for sculpting within ZBrush. This would be great for easily going back and forth between the program, while organizing the sessions for their various purposes like establishing the base forms, modifying shapes, or final touchups at the very end. I see many studios (Sony Santa Monica and Blizzard, as an example) either start with a sculpted height map or start in Designer and eventually go into ZBrush and back to Designer. A node like this would make it efficient and allow for the hand-work that Designer currently lacks, while using software that many professionals have.

For Painter, I imagine that each Designer link node would correspond to a folder in the linked Painter file, allowing a user to make a layer stack within Painter, while resulting in a single Designer node. This would make touchup painting for color, normal, roughness, etc maps very convenient.

I'm wondering how to reimport my mesh into Painter without it affecting the textures. In my mesh, I moved a few pieces around and when I reimported the mesh, my masks seemed to be all messed up, even for the pieces that were untouched. I didn't rebake anything or change the UVs, so I'm wondering why this would happen.

Edit: When I update my mesh, there are no problems. The problems only show up after saving the file. I've tried importing with preserve strokes and without preserve strokes selected.

I'm trying to find a workflow for making custom foliage. For the current example that I'm working on, I wanted to sculpt a single leaf and turn it into a plane that I can then duplicate and use in various ways. I have the single leaf plane, but I don't know how to bake out the clump of leaves onto a plane of its own. I tried exporting the clump of planes as the high poly with the albedo of the single leaf plugged into the material then baking an ID map using "Material" onto the low poly, but that didn't give me an albedo for the clump, just a monocolor ID.

Ideally, following the workflow I would be able to make a few single leaf plane variations and a few single branch plane variations. I can then arrange the planes together and then bake them onto a single plane to have a full branch with leaves on a single plane. Maybe that's not the best way to create custom foliage, so I was wondering how to fix this problem or if I need to look at some other workflow.

I'm looking to fill the stones in the attachment image with random grayscale values. I tried using the Randomize Mask and Filter Random Grayscale nodes from the community, but neither ones worked. I'm not sure how to begin going about this. I used a splatter node to get the initial shapes and changing the luminance value completely changes the formation of the stones.

I am baking an ID map for a leaf alpha texture. The ID for the leaf is bleeding into the rest of the UV, making it impossible to select just the leaf and stem. I need it to fill just the part of the high poly mesh. I was wondering how to do this. My purpose is to have the IDs and select them to make the alpha mask for the opacity of the leaf. If there is an easier way to do this than IDs, then that would probably be a better solution. My IDs were working this way when baked in Blender, however it offsets the map and it doesn't line up with the normal baked in Painter, so I am trying to bake my IDs in Painter, but getting this issue with the bleeding.

I am wondering why my albedo map becomes muted when importing into Unreal. I tried Color and Linear Color sampler types. I also tried unchecking sRGB for the albedo map, which made the thumbnail match what I was exporting from Substance, but it didn't actually change when used in the material editor. This seems to be a new problem to me, as every other material I've imported didn't have this problem, so I am not sure where my import is going wrong.

How can clumps like the clumps of dirt/soil in the image be made in Designer? I tried use an image input into a tile generator, but I can't figure out how to get the same kind of variation as in the image.

I can't figure out why the normals for the ridges are wavy in some parts. but perfectly straight in other parts. The low poly is a consistent cylinder and the high poly has an even rotation of the ridge going all around it. Why would the top areas have distortion but the rest be correct?

I've tried using Designer to bake my normal map, but it always comes out messed up for one reason or another. However, when I bake in Painter with the same settings and meshes, it turns out fine. So, I've been using Painter to bake and Designer for texturing. I'm having problems with these beams, though. When I apply the normal map onto the mesh, it looks different than it does in Painter. There is noticeable stretching and, in some areas, little to no normal detail compared to Painter.

Also, I am running my color map through the tri-planar node to get rid of the seams, but the seams are still there. I don't know if I'm not using it correctly, but I couldn't find anything online that works with my specific setup.

I'm using Painter and its match by name feature to bake my maps. I exported my low poly FBX from Blender, exporting the selected objects only. From ZBrush, I exported each subtool as an Obj, making sure to uncheck the "Grp" part under export setting as detailed in the wiki. I tried using the FBX export from ZBrush, but the export didn't line up with my low poly's origin and scale, so I used Obj export instead. The Obj lined up in Blender right where I wanted it, but I am not sure if maybe it is not lining up in Painter. The result of the normal map bake is a flat black map. i tried adjusting the distance values and I keep getting a black map.

I made a material in Designer and exported it as a Sbsar. When I tried to apply it to a plane that I imported into Painter, the scale was off. Is there a way to find out what numbers to use in the scale factor to have it be 1 instance of the image across the entire plane?

I am confused on what I need to do to bring my texture into substance. I have a single object with 4 different materials (rubber, metal, painted steed, and glass). This created four different texture sets to use. When I export the textures, it exports 4 for each material. The object is a single object with a single UV. If I bring this into Unreal, wouldn't I need to use 4 materials on that one object, making the draw calls unnecessarily high? Is there a benefit to this? For example, would I be able to create material instances from these and does that reduce the draw calls, because from what I saw the draw calls don't go down.

When I bring in a bitmap into bitmap2material, the diffuse output becomes grayscale. I tried bringing in other bitmaps and they all end up changing to grayscale and faded. I posted the original image and the diffuse output that was exported.

Substance Integrations - Unity - Unity5 and Substance
 on: May 01, 2014, 11:53:15 pm 
Does anyone know how to build substances in preparation for the Unity 5 PBS? Should I use the standard metal/roughness layout for compatibility?

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