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Messages - Adar

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Hey guys !

I've been trying to create repeating textures with SP, however it's quite difficult.
I made a plane with a larger UV island than the UV area in order for the texture to repeat itself and that way I can see the same texture tiling over that plane. Working with SP I could only paint in the middle part of the plane and couldn't patch the seams properly.

A similar case would be having an object with overlapping UV islands for pixel conservation. In this case too it's a problem to paint those areas properly, SP doesn't allow doing that very well.

It would have been nice to have SP handle that :)
Thanks !

Hi Jeremy :)
I uploaded the same scene I actually sent Wes a while back, you can find it here:

The ID selector is really more accurate than the previous one but it is still not as good as having a proper mask made out of the ID pass in photoshop.
bottom layer is the new ID selection mechanic and middle layer is using a simple mask instead.
Although they seem pretty similar, the bottom layer leaves some space in the borders, increasing the tolerance to 1 gives an almost similar result, however, the selected color bleeds to most other colors in case of a more complex IDs map which makes the selection kind of useless.

Adding a new layer to that very simple scene and trying to paint in 4096 is extremely laggy which is the second issue, tried on 2 different computers with good graphic cards and RAM.

I hope it helps,
thanks a lot !

Hey guys,
I am still using Substance Painter to completely paint a game res character with it, I absolutely love it.
However, aside from testing SP, there are 4 main issues that still stop me from using SP in my pipeline and I was wondering if there are work arounds or if those things are going to change in the future.

1. Painting in SP is extremely slow, especially when you have a few different texture sets and a decent amount of layers, it can pretty much be unbearable, I rather create masks in photoshop and import them into SP instead of doing it directly in SP. I also want to point out that I have a GTX 770 and 32 GB of RAM.

2. Even though working with ID maps as masks is now better, it is still far from being as good as converting the different colors to regular masks in Photoshop and then importing them into SP.
SP doesn't seem to properly understand where 1 color stops and another begins and usually the borders and seams are visible.

3. There isn't a way to merge layers which causes the scene to be extremely heavy extremely fast.

4. There isn't a way to export all the layers to photoshop without SP combining everything which makes the file useless to work with.

Thanks !

I missed that !
Thank you :)

Hey guys,
I have for instance 2 layers, one has specific fabric like height information over everything and the layer above it has black as height information in some areas so I could get 2 different looking materials.
Switching between the different views, there is no channel that shows the fabric like height information in areas I didn't want it to show, however, looking in material mode I can see it everywhere.

I can modify the mask to block the height, however, I am using IDs as mask and I have to up the tolerance to get a good result, this causes the colors to bleed to other areas but it seems like it shouldn't matter when having the other layers on top, completely affecting the different channels.

Why is that and how can I fix it ?

I attached a pic of the channels and a pic of the material in pbr.

Thanks !

I am having the same issues too... I am using a raw ID map and still have pixelation... I have also been using regular masks that I extracted in Photoshop. I may end up having to create my own colour to mask setup just for painter. I don't think we need to have padding or fuzziness, especially if we bake the ID map from apps like xNormal.

I think fuzziness and padding are nice features but the first option should be to have an identical masked area out of the selected color.
Wes, I sent you the example, hope you'll find it useful :)
Thanks a lot !


It looks like it could be a texel resolution issue where the seams UV don't have enough resolution in the texture to make an accurate mask. So even though you are at 4K, the actual resolution the seams are getting is much lower.

If you can send me the project, I will take a look.



Hi Wes, thanks for replying !
It seems like the IDs map is behaving like it's in a lower resolution than it really is, I can see the bleeds occurring in all the narrow and small areas.
If I am using the exact same IDs map and I extract just a single color, save it also in 4k as a black and white mask file and then use it as a mask for the layer it works fine, so currently I'm creating many masks instead of using the IDs.
I can't send the current file as is and I couldn't find an option to delete parts / texture sets.
If it's necessary I'll create a new object just as an example.

Hey guys ! :)
I'm having issues with color ID selections, the selection seems blurred and inaccurate even though I am working in 4k resolution. I tried playing with the Fuzziness and Padding but that didn't help.
I've attached pictures of how the seams looks like in a 4k map as well as 2 print screens of the result I get when I try to use a red fill layer with those seams as a mask via color IDs.
I'm having such inaccuracies pretty much everywhere to a certain extent.
(For now I'm using specific mask maps for such areas which seems to be ok)

Thanks so much.

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