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Messages - julien.heijmans

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When you are using more complex shaders, you sometimes reserve some of your channel's texture for a function that is not always used or necessary.

For example, Unity's HDRenderPipeline default Lit shader has a MaskMap setup like this:
Red: Metallic
Green: AO
Blue: Detail Map Mask
Alpha: Smoothness

In this example, I always want the blue channel to be white by default, there is no way to set that up in the Export Preset.
Right now, the only way I found is to add a texture channel to my spp file, fill it white in one of my layers, and set this new channel as the value used for my MaskMap's blue channel.
But it is a setting I need to do for every single Substance Painter file I create.

It would be a lot easier if the Export Presets would allow simply hooking up a plain color value White/Black/Neutral grey to one of the exported texture channels.

Like this:

This feature would probably be quite easy to add I imagine.

Best Regards,

Would you guys not be willing to consider adding a --bitdepth parameter ? That would probably be useful for users, avoiding having to do that conversion with other python libraries, or even manually ?

32bit tiff file can get quite large to store and are not always properly supported in game engines... And it would probably not be a huge task to add to the SAT.  ::)

Hi Here !

So, I am having this problem, and I have difficulties believing that there is no feature in SP to actually export ObjectSpace/World space normal maps from Substance Painter, could someone point me out how/where I can do that ?

In the export settings I have:
-Input Maps - Normals (Tangent space)
-Mesh maps - World Space, not what I want, it only export the baked maps, but not the normals with all the layers
-Converted Maps - Opengl/DirectX Normals.

No World space normals including all the painted layers ?  :o Am I missing something obvious here ?

Using ObjectSpace normals in video game can be very beneficial, especially for examples for unique rocks, as it would really help to hide LOD transitions (that often change the mesh tangent normals).

I have seen in other posts people sharing SubstanceDesigner files doing the conversion, but that is really not a great workflow, using xNormal would clearly be faster...

Could anyone help me ?

Thank you.

Hi ! And sorry for bumping this quite old topic, but I have a question that is related:

I understand that:
If you download the sbs, do modifications in the graph and export textures after those modifications you are good to go and you can sell those in a texture pack!

Is it the same when it comes to .SBS files ?
I do not intend to sell anything, but I was wondering how much we have to modify the .SBS file itself to be allowed to share it again (for free) on internet for learning/teaching purposes. Or if it is even allowed at all ?
And if is not allowed, then, can we reuse part of those .sbs file in other .sbs and share those ?

It gets really complicated to understand what is the limit when things are created procedurally out of nodes.
Sometimes changing just a few nodes in a .sbs file can output a result completely different from the original one, yet the source graph is pretty similar to the one shared one the Substance Source portal.

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