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Messages - dchanini

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It is not clear what you want to do. Do you want to paint over the baked Normal or Ambient Occlusion mesh map to combine it with your material ? If so, check :

Not really, i made a pack with a bunch of modular meshes that need normal and ao and made a tileable material in designer to use with them. But i wanted an easy way for people that don't have designer or painter to be able to apply the material and have some basic adjustment settings.

Is it possible to add custom inputs like normal and ao to blend with the tileable material loaded? even if the inputs would have to be set in the material, like a filter on Painter.

Has enyone seen Anakin and Allegorithmic CEO in the same room yet?

Here we go, from updates with lots of good features and improvments every few months, to updates every year, sometimes you kwno, with things that we didn't ask for.

Member all those cool youtube videos, member when you could read staff coments on forum and think that they wr on ''your side'', member Wes?

I was thinking about buying b2m in the coming sales but since Alchemist will be a B2M on steroids im not sure if i should do that. So im wondering what will happens to it after the release of Alchemist?

Tried with png and tif.

When i export from substance ''R:Metalic G:AO B:(Empty) A:Roughness'' it will end up transfering the Alpha to te blue channel, is possible to make it maintain the Alpha channel?

Looks like only the RGB works fine, i can't see any shading problem but seems to me that the right way would be with the alpha channel.

Oh yeah, that was the problem, without the tonemapping it looks almost the same. Thank you!

I was reading some post about this problem here and in unreal forum but they where about the sRGb checkbox that i have already unchecked, tried to match the lights the best i could but the diffrence is still pretty big.

So any idea of what i am missing?, No trying to get it spot on, but somewhat close so the results can be predictable.

Substance, Marmoset and Unreal

Unreal and Unity

This is a typical issue with metal/roughness shaders. You can either "cheat" and set your oil stains as metallic or use a specular/glossiness workflow, but depending on your target renderer you may not have a choice.

Ok, thank you!

I want to paint oil above some parts of this model, but if i paint with the oil set to ''non metal'' it will have some white spots and i can't control the opacity of the layer, if i turn off the metallic properties of the layer it will looks better, but will be way too diffrente above a dialectric material.

So, how is the right way to do that?, i guess that this is kind of the same problem if painting other liquids too?

The difference btw them above the metal.

The difference btw them above metal and dielectric

Hi, i am having  problem baking normal map. they get blurry and end up with scrateches, asking or not for painter to compute tangent space the results are the same, i am also getting this error.

''[Scene 3D] Failed to compute tangents; need UV data in channel0''

Funny thing is that earlier with the same mesh and settings the bakas where only blurry, but without scratches.


Substance DesignerSubstance Designer - Technical Support - Black normal map
 on: March 25, 2017, 04:54:48 am 
Hi, i am a beginner, i saw a tutorial on youtube for how to bake a normal map in substance6 and it was pretty simple, so i tried, and the result is always a black normal map, the hi poly and the low are pretty simple, probably they aren't god, however, i don't think that the problem is that, and in the 3d view, i can't find how to show the background.

OBS: im using the 30 days trial version.

I can provide more info if needed.

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