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Messages - cyaoeu

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Using a material switch solved the problem so I guess something strange happens when blending using only one material.

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.

Opera, but I get the same results in Vivaldi.

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

Okay, you can interpret this as a feature request then!

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?

I couldn't get it to work, thanks anyway. For now I'm scrapping the crop method and just using layers exported from Substance Painter. It's a huge waste of VRAM but will probably work for what I'm doing.

So there's no way to do this? I noticed also that the Crop node makes a square image even if your cropped area is not square, so it in my case skews the UVs. It would be nice if the actual cropped area is output as is.

Right now I need to use different software for cropping and getting the corners of the cropped area in UV space which is a bit sad and also a bit of a pain because I need to do the same cropping for every channel like base color, roughness and so on.

It's just a texture (output from painter) connected to a crop node, with the crop area set to the piece of the texture I'm interested in, then connected straight to the output. For example a head texture cropped to the mouth area (for a mouth mask).

I can't use the cropped exported version to find out the coordinates, right now I need to set the "show crop area" boolean to true to see the overlayed gray square in order to see the corners, and even then there's no precise way to see exactly where I'm cropping in the UVs. The best I can do is set show crop area to true and then in the information panel hover over the corners to get the coordinates. This isn't super precise or easy so I'm wondering if there's no better way you can do it.

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?

A followup question: Cropping in Designer works fine, but I need to know where I cropped the texture in order to input that information in my shader for placing the new cropped texture at the right UVs. Right now I'm using the information panel and putting the mouse cursor at the corners (with Show Crop Area: True) but it's not really precise. Is there a better way to get this information?

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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