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Topics - o.chabrand89

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When using the projection brush, and applying a material to it (SBS), the blending on my normal map is all messed up.

I want the normal map projection to replace the normal map underneath. If my layer blending is set to "normal combine" things look fine, however changing it to anything else, in particular to "normal" since thats the behaviour I want,  the edges of the projection (the "fading off" bits of my soft brush)  look all wrong!
Instead of blending softly into the background layer, they seem to blend into "flat" normal map color (the blueish neutral color)  and then suddenly (and jarringly) jump to the background normal map layer (leaving a messy looking seam)

incorrect blending in normal map

correct blending in base color

using substance painter 2019.2.0

system specs
Processor   Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz, 4001 Mhz, 4 Core(s), 8 Logical Processor(s)

Installed Physical Memory (RAM)   32.0 GB

Name   NVIDIA GeForce GTX 960
Driver Version

Recently tried the Adobe Capture app on mobile, and it was kinda cool. However, the material capture feature is very amateurish and low quality, and it got my thinking how nice it would be to be able to capture using that app on your phone and then somehow sending it to Substance Alchemist to get some real work done.....  been wondering what kind of adobe/substance integrations we will get in the future and I thought something like this would be cool!

What exactly does this mean? my workplace has perpetual licenses to Painter and Designer, so we can't try Alchemist just yet. But in your most recent video, you say Alchemist is now "open to everyone" to try or something like that. Can my studio download  Alchemist now? is it still tied to subscription-only?
Also, I  really hope in the future you allow a separate permanent license option for Alchemist since it's hard to convince my studio to get rental licenses and if alchemist is a subscription-only exclusive it would be a real shame!

I'm trying to recreate the spot pattern of this amazing sea creature called the Oarfish.  The spots seem are not entirely random, and I am having a hard time just using something like tile random/sampler to get this effect.  Sorry for the low quality images, finding good reference has been a challenge.

Ive come up with something but its not great, and I have seen people come up with amazing/unusual ideas on this forusm so I thought I'd give it a shot!

What I would like to recreate in particular is that the spots are not overlapping, there is somewhat even spacing between them  and they seem to be arranged by size (hard to explain, but you can see the very large/long spots are far from each other, then there is medium sized spots, and then little ones all over the place filling up all the empty space)
They also don't seem to be completely random, almost like there is a vertical alignment to them if you get what I mean?

I'd love to see how differently people tackle this pattern! (and learn!)

Substance Alchemist - Discussions - Nvidia AI UpResing?
 on: March 22, 2019, 05:58:21 pm 
I vaguely remember seeing one of the earlier demos of substance alchemist showing the impressive ability to "magically" up-res an image many times, using A.I. algorithms.  I noticed its not currently in the software, is it? I hope it is still planned to be added later on, it certainly looked very useful!

Substance Alchemist - Discussions - first impressions
 on: March 20, 2019, 02:01:37 am 
got my hand on Alchemist today, and I'm super excited! so far it seems really cool.
I can't help but make some comparisons to Quixel Mixer 2019, and while I can totally see myself liking alchemist a lot more (and using it more) there are a couple of little things I really like in Quixel that I'm wondering why are they missing in Alchemist (unless I'm missing the point?)

So in Quixel Mixer, you have this really nice and simple "noise" layers. It essentially feels like using Designer but in a simpler layer-based workflow. See the following video:

Now personally, I can see why Designer would do this but better, but I kinda see Alchemist as an easy way to open up some of the power of Designer but to all the artists who don't have the time or temperament to learn the fairly complicated node based workflow it uses.
Is there a way to do something like this in Alchemist,  is it planned, or is it not really in the roadmap since Designer already does all this so well?

Or could I just simply make a "noise filter" in Designer and import it into Alchemist as a custom filter (have not really explored this functionality yet!). I suspect I can, yet I don't see why this would not be included as a standard layer in alchemist.

Thanks for the hard work, Alchemist is blowing my mind so far!

Hello there,
Lately playing with Quixel Mixer I noticed they have this super nice feature where it lets your preview the tiling of your substance by toggling an "infinite" preview plane
you can see them use this feature in the following video

You can already increase the tiling of your material under material properties, but the geo plane stays the same... I think it would be cool to simply tile the preview geo itself!

Small thing as there are workarounds, still I just thought I'd throw the idea out there. Thanks!

Hello Allegorithmic!
The last Painter update indicates that the new SVT feature allows to "load up to 300 UDIM tiles" without a hiccup. This is great news as it shows you guys are developing towards a VFX friendly workflow. However, while LOADING 300 tiles might be fine memory-wise, MANAGING 300 tiles is currently a huge pain the butt!

And I think there are a couple of low hanging fruit kind of fixes that I would love to see addressed (me and many other VFX artists!)

1.- to be able to add user Channels (or any channel) to multiple or all the texture sets at once (a simple select all checkbox somewhere?)
User Channels are extremely useful for exporting custom masks as well as your Beauty texture pass, but, seriously, have tried loading a 200 tile model and then adding a bunch of custom channels ONE BY ONE!? It is seriously not fun.
Not to mention naming is an issue, you can easily accidentally name user0 as your dirt pass instead of user1, and once you do this there is no easy way to know which one is user0 or user1 (except apparently the order in which you added them? c'mon this is silly!)

2.- on the Export window, a nice little select all checkbox when you are changing the export resolution of your texture sets. I often have them displayed at 1k when working to reduce lag, but obviously, I want the full resolution at export time.
It feels extremely silly to go through every drop-down menu (200+ times!) to change the resolution to 4k.

3.-Less of a big deal since there are workarounds, but it would be cool to be able to change the bitrate of an image depending on the image itself, instead of the current "all or nothing" approach. I like my height and normal maps to be set at 16bit, while some colour maps are fine at 8 bits, etc, and it would be cool to have an export preset that can remember all of this.

I've tried updating yet I am running into issues.... when i see the plugin info inside maya it still says it is the  plugin

Is the plugin actually udpated for 2015 or is it only later versions that get 1.3?

Worse still I can't even seem to use regular 1.2.4 (or so it seems) because when I try to add a substance node I get this error:

I'm not even sure whats going on here. Can I get some help please?

Here is a screen from the plugin info

hey there, been trying out creating a flexible texture in designer that I plan to use as a tileable in Maya. I have found that adjusting the substance and baking out maps inside of substance player to be real convenient. However I also want to paint material masks inside of painter. I am trying to use the multi-material shader inside of painter (would be nice to be able to adjust substance here btw) but I would like for a quick and easy way to use the presets I created inside of Player.
Player already exports preset files (SBSPRS)
It would be nice of Painter could import this files! (you can already save material presets inside of painter, so it be nice to be able to import them as well!)


Hello! Ive run into this issue where I have made a single shape, with color and a height, and now I want to tile it randomly.... however the tiling in the grayscale tile sampler does not match the tiling of the color tile sampler.
I have copy pasted all the values, and the issue seems to lie in the  "Max" alpha blending of the grasycale sampler.  I can't seem to find any attribute that will let me use the "depth" calculated in the grasycale tile sampler to apply it  to the alpha cards made in the color tile sampler.

As you can see, each one looks fine separately, but when I try combining them into a material the depth of the leaves doesn't match

 Here I am showing both tile samplers blended (grasyscale just multiplied on top of color) and yo can see how the grayscale cuts is off in many parts.... every once in a while the leaves match, but not most of the time.

I am not sure how to address it but I feel like surely someone has tried this before and come up with a solution???


Substance DesignerSubstance Designer - Discussions - tiling node gray to color
 on: September 29, 2018, 12:37:52 am 
I feel like I may be doing something wrong, but the way I end up working I often end up with a grayscale tile random/sampler/etc and want to do the same exact tiling but for the colour pass.

Say I make a leaf as a single object, first the height pass and then I go and add colour to said leaf. Now I want to tile randomly the leaf, but I want to use the colour I already made.... as well as the height/bump. So I have to create a tile sampler for the height, and another one for the colour, and manually go and copy all the attributes so they match.
Doesn't feel right, like I am missing something important to make this more efficient.

Any ideas what could be done better here? Would be nice if I could just convert a tile sampler grayscale into colour, or even better if it had inputs for both grayscales as well as colour. Almost like a multi-material tile sampler?


After reading the article about DNEG and how they used substance designer for Pacific Rim 2 (mind was blown btw) I was really impressed to learn substance designer could be used in this manner.
It seems like it's a fairly different workflow from most of the tutorials on Designer you can find online.  Almost all of them are making tileable textures- bricks, rocks etc. I have not been able to find anything that goes in depth on using it to texture a multi UDIM model.
I realize DNEG had custom nodes and stuff but is their workflow achievable without their nodes?
I would love to see examples of this workflow or more tutorials on how to use Designer this way.
Does anyone know of any tutorials with like that and if there are not any, can I get the developer's attention and maybe convince them of someday making a few videos with that sort of content? Thanks!

being able to do little things like add a user channel to all texture sets, and changing resolution of all texture sets at once, would be nice little additions to make our life easier. Currently I find myself going one by one in a big 20+ UDIM project, which is just silly.

As the title says, it was a file saved in 2018 Painter. However now it suddenly does not open it.
I have tried opening it on several different machines that otherwise work fine, and you can run painter on them fine.

opening the file you can briefly see the model, however, as the progress bar loads, the program suddenly crashes - no crash report window, just the Windows crash screen. I can PM the save file if it helps, but I can't post it in a public forum.

I realize there is an update for 2018.1.1, however, it can take some days for IT to install us the updates, so I am opening other avenues for a possible quick fix! (and if 2018.1.1 doesn't fix it, then I can get the ball rolling here already).

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