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Topics - cyaoeu

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It seems like SP doesn't show the cmd.exe window launched by subprocess (using alg.subprocess.startDetached) anymore. It was useful because I could have debug information for the script in that window. Is there any way to bring it back?

Normally when dragging a slider you change the value by more than 0.01 because of how the sliders are set up. First off they go up to 128 maximum (which seems a bit overkill) and 0.01 to 1 takes up a huge amount of space in the slider mapping because it's not linearly mapped. This means getting a specific value by just dragging the slider is pretty much impossible, for example changing the UV scale to hide seams or changing the offset to align things. You have to eyeball it with the slider and then type values manually until you get the right value.

For example when I drag the slider with default UI I get 1.03 - 1.24 - 1.47 etc so you see there are huge jumps between each pixel. This could be improved by adding a "slight tweak" mode where the slider values are much lower. For example each tick being a 0.01 increment/decrement from the current value (with linear mapping). You could have this function on shift+drag or something when clicking a slider because from what I can see ctrl/alt/shift aren't used when clicking on sliders anyway.

So for example if you're at 2 UV scale but want to tweak it, you would shift+drag the slider which turns the slider temporarily into a different scale slider with 0.01 increments/decrements. So whereever you started the shift+drag would be 2 and each pixel to the right would add 0.01 and each pixel to the left would remove 0.01. This way it would be much easier to get the value you want when using the sliders instead of not using the sliders and having to guess what value is the right one and manually type it in.

The only awkward bit is that when you're done editing the slider it would jump back into place (for example drag slight tweak slider all the way to the left, let go of mouse button, it jumps back to 1.5 or whatever on the real slider) but it is fine since you can actually use the sliders this way.

Changing export resolution creates blocky artifacts on export. The red layer is a reprojected painted layer that was in a smart material. It happens in the viewport too when changing the resolution.
.spp is here:

(looks fine in original painted resolution of 1k but wrong when reprojected)

I would like to see another version of that allows you to pack different channels into RGBA. It should also allow you to combine "normal" channels with converted channels. So it would be like the document preset save except you would have the flexility of using uid for exporting a single layer, the ability to name the textures in the script and so on while also being able to pack channels into a single texture.

alg.mapexport.save_packed([uid, r g b a])
So for example alg.mapexport.save_packed([10, "ao_mixed", "roughness", "metallic") where they would pack into RGBA in the order of the arguments, until there are no available color channels left. So you could pack from 2 channels (RG) up to 4 (RGBA) using this method.

I got some more Source substances today and was confused when I got "American Cherry Wood" and noticed that I already had that from before (but the Source substance didn't say "Owned"). The old file was called "Wood American Cherry" and is in the C:\Program Files\Allegorithmic\Substance Painter\resources\shelf\allegorithmic\materials\Wood folder. Does this mean it's a material bundled with Substance Painter now? It feels like I wasted a download in that case. :(

I've got custom collision meshes for UE4. The meshes start with a UCX_ prefix and are in the .fbx I'm outputting to UE4, so I've got my main mesh (called SM_ something) and a bunch of meshes starting with UCX_. Of course I don't want to texture the collision meshes, so I want to ignore them when loading. In fact the project doesn't get created correctly because the collision meshes don't have UVs so Painter stops with an error.

Right now I'm exporting a Substance version of the .fbx without the collision meshes and a UE4 version of the .fbx with the collision meshes included. This works but since the only difference is the inclusion of the collision meshes it would be nice if Painter could ignore certain meshes with user definable prefixes when creating a project/reimporting an .fbx (for example "UCX_") so you could have an .fbx that goes to UE4 and Substance both instead of having copies of every mesh.

- You can get a perpetual license of the software for a payment of $49 if you decide to cancel Substance
I've been subscribed for more than 12 months, can I use the extra months instead of paying $49?

2. Being subscribed you get 30 Source downloads a month, but are you able to download Source materials after getting perpetual licenses using the available downloads you've got? Or are you locked out of Source forever?

3. How much are maintenance updates and when do they start? Do you get the most recent version at that point+12 months from then or from when you got the perpetual license+12 months from that point?

I'm doing some channel packing stuff, when connecting a material to RGBA merge with white alpha I end up with a 24bit file (as expected) but when going from the material to a material blend node (using only one material with black as the mask) and finally to a RGBA merge with white alpha I end up with a 32bit file. Is this expected behavior? I am channel packing the opacity to the blue channel if that makes any difference.

This is related to the Source website. The scrollbar seems to be invisible (or the same color as the background) which is pretty annoying when you want to find it. :P

I want to export the height map from a single layer as a normal map. The script itself works but the normal map is a flat color. When I export the textures using Export... (using Normal DirectX) I get the correct result. How can I do the same in a script?

Hi. I want to create masks for shaders in UE4 using small cropped textures mapped to special areas in my UV map (using Cropping works fine but I need to know the coordinates for the upper left/bottom right corners in UV space (0,0 top left to 1,1 bottom right) to accurately place the textures. Is there any way to accomplish this?

Hi. I'm making a character that only has texture detail in some areas so creating a whole texture is a bit wasteful since I'm really only using a part of the texture. Is it possible to crop the output of Substance Painter to only painted areas? (for example using masks/layers). I would then use this smaller texture in a shader that puts the texture in the right location.

Maybe if I can't do this in Painter I can do the cropping part in Designer instead?

I'm using the metal/roughness workflow but when creating a new graph the material definition is set to blinn. This is fine because I can just set them to one of the physically_metallic_roughness options again. However whenever I reload the mesh I'm testing with (tweaking UVs and resaving the .fbx file) all of the definitions are reset to blinn again. This is pretty annoying.

There is a physically_metallic_roughness [Default] at the top but it's grayed out. Maybe this could have something to do with it?

edit: after taking a look at I tried reinstalling 5.4 and that made the physically_metallic_roughness [Default] come back again and fixed this issue. :o

When you update the project mesh (and the material names are changed in the 3d software) Substance Painter hides all of the original texture sets. Surely this could be improved by asking the user for what texture set each new material corresponds to and update the texture set references (and renaming them to the new materials).

I was pretty surprised when I tried baking textures and all of the materials ended up overlapping in a single file per bake. $(materialname) or anything that allows you to bake each material's textures to separate files would be helpful.

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