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Messages - King Mango

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I figured it out Luca

Prior to my year long absence, the behavior when I did this was that the template occupied the same position in the template list. That is to say four or five places down the list.

Creating the modified template and saving it moves it to the top of the list and some metadata does not transfer like it used to. So it shows up in the list at the top as "new graph" where before it would simply have taken the old template's place in the list and with the same name.

Are you saying though Luca when you modify the 02 template and re-save it, it works just as if you hadn't modified it? Because that was my previously experienced result and what I expected now.

I'll see if I can figure out what gets dropped and if replacing it restores expected behavior.

Thanks Luca!

Hi Luca,

I'm using Steam version 2018.3.4

Yes the installation folder /resources/templates

Thank you

Returning to SD after a year hiatus.
Used to be I could open
Then add a normal node (why this isn't already in the default template I have no idea)
add an AO node and an HBAO
plug in a gray color to base color
plug in a 50% grayscale to roughness

Then save that as 02_pbr_metallic_roughness in the templates folder and that setup would load for me when choosing pbr metallic/roughness template.
But since I reinstalled a couple of days ago when I do that, pbr metallic/roughness template just doesn't show up in the left pane list of default templates.

How do I save my default template so I don't have to waste two minutes setting up a basic workspace every time I start a project?

Substance PainterSubstance Painter - Discussions - Re: Bake Search Depth
 on: March 02, 2019, 05:32:57 am 
oh that's good to know thank you.
I totally mistook the problem as I forgot that I had stacked shells on this model!

I just model with edges set to hard until I'm ready to bake. I agree. Looks like garbage to have low poly soft edges while you're trying to model.

Substance PainterSubstance Painter - Discussions - Bake Search Depth
 on: February 26, 2019, 12:02:10 am 
I have a high poly that has raised panels. The panels are two units above the low poly. I can only set the front search depth to a maximum of one.
What do I do?
This is affecting every map. I'm using Maya LT and I just baked the normal map in Turtle (flipping Y of course) and that's fine (though not ideal) but after getting that in, I noticed this limitation affects every baked map.
If I bake world space normal in Turtle, what settings should I use to get a map compatible with painter? Do I have to flip any of those channels or swap axes?
Guess I'll find out since I'm baking a default world normal as I type lol :)

OH nevermind on the world normals for this model... I have overlapping UVs... duh

OK decided to just make give up the UV space and lay out unique UVs, made a cage, and that fixed it for baking in Painter. But now I have a problem with that POS Maya LT Turtle renderer. After laying out UVs to unique space it's only baking one shell. Doesn't matter if I use a cage in that bake or not.
Why can't painter see simple color from texture sets on the high poly and bake those to the single texture set on the low poly???

hi bit late but I see you are using a mix of hard and soft edges on your low poly.
Try making all the edges soft.
This will eliminate hard shading seams like you are getting and it will also reduce the vertex count when the model is rendered in game.
When you have edges set to hard, what happens is the vertex normals are unlocked and split so that they align with their designated face. This means your game engine will have to split the mesh everywhere there's a hard edge.
When edges are soft, shared vertex normals are unified.

Substance DesignerSubstance Designer - Discussions - Re: Fonts?
 on: February 19, 2019, 02:48:39 pm 
Oh I hadn't thought of that. I just installed the font by double-clicking the downloaded .ttf file.
I'll reinstall it with "all users" flag. Thanks again.

Substance DesignerSubstance Designer - Discussions - Re: Fonts?
 on: February 19, 2019, 02:13:35 pm 
That's great Nicolas thank you!

Substance DesignerSubstance Designer - Discussions - Re: Fonts?
 on: February 19, 2019, 12:42:31 pm 
It's a donationware font from

Thanks Nicolas :)

Substance DesignerSubstance Designer - Discussions - Fonts?
 on: February 18, 2019, 08:53:28 pm 
How do I get a true type to be available in the text node?

I have it installed on my system and also copied it to the font folder in the SD directory but it doesn't show up.

Does SD only read OTF?

yeah the library question was an afterthought and I figured it out a minute after posting lol
Thank you. It really helps yeah?

Great idea with the tile generator too thank you!

any way to get a 2:1 document to display properly in the 3d view without importing a resource made for that?
I don't mind if it tiles twice vertically on the cube but I can only see to set tiling globally and not discretely to either U or V.
Can I park an FBX somewhere in one of my Designer folders and have it show up as an option in the 3d view scene menu alongside rounded cube, rounded cylinder et al?

Hi there!

I'm a bit late but what you started in SD looked pretty dope! For the more floral pattern, you could try with a splatter circular to get the basic shape and a few transform nodes should do the trick!

Hope it'll help for your next try :D
Now I want to stop working on my door and make a bunch of stuff with that technique! lol
Super Pauline. Thank you!

Substance DesignerSubstance Designer - Discussions - Re: Flood Fill Problem
 on: February 11, 2019, 05:05:59 pm 
STEAM version
2018 with the December update.
I figured out a workaround for this one but a lot of the time I just have to abandon ideas... :/

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