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Messages - zurhoch

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Substance PainterSubstance Painter - Technical Support - Re: Slow Performance
 on: January 22, 2017, 12:30:19 pm 
What texture resolution you are working at?
Working at 4k with that GPU for example, I bet would make it lag lots.  Just work at lower res and upscale every once in a while to see how things are going.  Also, you can upscale on export.

Damn!  2nd shot is so awesome, so dynamic.

Great work dude.

Substance PainterSubstance Painter - Showcase - Re: Masks
 on: January 22, 2017, 06:21:39 am 
I really like the last one.

Cool stuff!

I've created a substance in Designer with the above parameter type.  When importing it into Painter, it's not visible at all.  What gives?
I've noticed that some shipped filters use this type of parameter, see Warp for example.

Content - Substance Source - Re: UV tiling
 on: January 22, 2017, 05:53:25 am 
Hey you can actually use exposed parameters in the shader, this way you can control each instance separately.
Right click in an empty spot and search for "Scalar Parameter" node, or use the node list docked at the right side of the shader editor and drag and drop the node onto the working space.

I've attached an image showing the setup needed to produce this.

I hope this helps you!

I suggested this on Discord, but thought it might be a good idea to post it here as well.

Right now there is no way to copy paste an individual layer from the mask stack, there is also no way to duplicate a layer applied in the stack.  You can only copy the whole stack and paste it on a new paint / fill layer.
This would be a tremendous time saver!

Attached some picture to better illustrate

Could also try adding a blur filter, and a levels filter to expand / shrink your masks. you can repeat this few times until you get the look you're after.

Hope this helps!

@Riffliquer You need to add a Paint effect, right click the mask and "Add paint" - it's located at the bottom section of the pop up options. With the Paint layer selected you can paint b&w values to basically overwrite any data manually.

Hope this helps!

Unfortunately I can't help you with the scripting side, I'm not such tech savvy :D

Are you working on an automated tool that will read the UV coords data of the fill layers from painter and then apply it to your shaders in engine?  That's cool mate!  I had Painter open on my 2nd monitor and copy the values by hand if I needed 1:1 representation hahaha  ::)

There is such a tool in Substance Painter already, but not in Designer.

Not quite.  In Painter there are profiles that pack the channels on export, not during the actual baking process.  You still end up with 1 map per bake, which is what the OP is trying to avoid.  You could easily merge the maps in Designer into a single output using the RGBA merge node.

I think that in terms of production it's actually a good idea to separate the bakes, it could become quite confusing to manage if you have 1 file per 3-4 baked maps.

Substance DesignerSubstance Designer - Feature Requests - Re: Weighting
 on: January 22, 2017, 04:44:37 am 
You control the vertex normals in your 3D app, not in the baker.  So I don't quite understand what is the relation between the technique of face weighted normals and the baking process?

If you are using face weighted normals to control the shading, you don't need a normal map to fake the shading.  That's the whole point of the technique.  You can bake this down to an even more optimized low poly mesh, but I don't know why you would want to do that. Polys are quite cheap to render these days.

Damn, this is cool!
Way beyond my understanding though :D

Good stuff. Thanks!

I've created a few filters with the ability to plug a custom map and / or user0 as a manual painted mask.
You need to remove any usage from the input and output nodes.  once applied in painter, the filter will affect all channels, but you can enable / disable them manually in the program.

Hope this helps.

I'm trying to create some filters that require a drop down list type of selection, when I expose the parameter in Designer, it doesn't show up in Painter.  But I saw some filters by Allegorithmic that have this function, such as the Warp filter.  There are 2 drop down lists exposed there.
How is that being done?

Also, I'd like to add, it would be very very useful as an educational material that Allegorithmic share some of these filters on Substance Share, so we can reverse engineer them and better understand on how to create complex filters.

Thanks for the help guys!

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