Warning: filesize(): stat failed for /var/www/html/cache/data_b3d9e87568fea535c0e7d85b33710dd7-SMF-modSettings.php in /var/www/html/Sources/Load.php on line 2808
Show Posts - King Mango

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - King Mango

Pages: [1]
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 - 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???

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?

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?

Substance DesignerSubstance Designer - Discussions - Flood Fill Problem
 on: February 11, 2019, 03:57:06 pm 
So haven't been able to use flood fill for a while now and today I really kinda need it as I can't figure out a workaround.
I always get at least one fill that breaks in half.

Today I am getting a 2x2 checkerboard when trying to use flood to random grayscale.

What I have are 50 vertical strips of solid white with thin black insterstices. This is the result when adding flood to random grayscale:

IRay is burning up my CPU and VRM. AMD RYZEN 1600X 6/12 cores/threads with liquid cooling.
It gets so hot my computer shuts off while rendering.
Is there any way to limit IRay CPU thread utilization?
For now I just increment iterations 200->300-> etc... so the system can cool down for a few seconds every few minutes.
For reference, World Machine 16k resolution builds on all 12 threads for an hour or more and my temps never go above 40c.

Substance PainterSubstance Painter - Discussions - Exporting Texture Sets
 on: January 16, 2019, 04:48:01 am 
I can't figure out how to export a "final" texture set.
It exports each channel for each set so I have 19 textures each a fragment of my object based on the texture sets I assigned in Maya.
I want to just export all six texture sets as a single color map. A single normal map. A single AO etc...

For now it has a DM-Outpost 23 color scheme as I learn my way around the program.

I have a project with six different texture sets and now I want to start adding some dirt. Is it possible to have a master dirt effect that is universally applied to all the texture sets?
Is it also possible to have it only apply to five of the six while leaving say; the emissive channel, alone?

I just got Painter today and am trying to scale the masks in the different channels but moving the scale slider has no effect on my mesh in the 3d window.

Substance DesignerSubstance Designer - Discussions - Linear to RGB?
 on: October 29, 2018, 07:13:19 pm 
There's an RGB to linear but what about the other? Something cleaner than RGBA merge? Basically what I want is to use a noise to multiply against a color map.
Ideally, take my color channel, connect it to a blend with say, a clouds and set multiply.
What I do now is connect my color to a blend, drag in another color node, then use a cloud and a levels to adjust the intensity of the variation. TUMENINODES!

It would be fantastic to be able to set the location of the "light source" with this node. I have a stone lamp that I want to create a mask for soot and I was hoping to be able to place the source location where the flame would be.
I am sure Painter can do this but I'm a few months away from affording Painter :) ;)
Maybe there's a way to do this if I properly combine bottom to top and light or some other way completely but I haven't figured out a work around yet.

Substance DesignerSubstance Designer - Showcase - Sci Fi Panels
 on: July 21, 2018, 09:38:22 pm 
Just getting into SD and love it.
Here's my first intermediate substance:

Pages: [1]