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Messages - Sergey Filin

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Hi Jeremie,

I thought that might be the case.

A curvature map shows white in the convex regions (i.e., edges), black in the concave regions and neutral gray in neutral regions.  The convexity map only shows white in the convex regions and black everywhere else.

In Mari, blurring the curvature map does the same thing Painter does, namely shows the seams.  However, blurring the convexity map does not show seams. I thought that using a convexity map in Painter, instead of a curvature map would resolve the seam issue.

I guess, I will just give it a try and see what happens.  I imagine it may be problematic though, as materials/smart materials would expect a curvature map with black, white and gray.

In effects menu you could select add generator, add curvature generator, and then in curvature options select mode: edges, cavities, dual. Hope it could help.

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Substance PainterSubstance Painter - Baking - Re: Curvature Baking Concerns
 on: January 28, 2021, 12:37:21 pm 
Thanks. I did eventually lower the details slider. I had to set it all the way down to 0.07 to avoid most of the artifacts.

Another solution I found was to add some extra polygons to support extreme bends and long cylinder polygons. For example, if there is a long cylinder, adding a "control loop" at the top and bottom of it will significantly reduce curvature map problems. It is obviously not the most efficient solution, but what is a few polygons compared to the billions of pixels we are juggling these days.

How did you managed it? I can't set the value higher then 0.01
:-(

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Had a few questions%u2026

I keep exporting FBX files to Substance Painter but it can never read the vertex colors. Anyone have any idea what's going on or any thing people generally miss? I have the FBX settings on default unless I'm supposed to change something but experimenting with all sorts of changes yields no vertex colors.

Also how do you get Substance Painter to recognize the different mesh names? I've tried group names matching with _high and _low suffixes to isolate baking to mesh parts as well as attribute primitive strings with the name of the mesh with the suffix%u2026and Painter can't read the parts independently of one another and feels like I'm forced to explode the mesh to bake. I hope the only way isn't to have EVERY PART at the object level as that's not practical. The mesh in question I want on ONE texture sheet so no I do not want a separate material index for each single part in case anyone suggests that

As for baking internally I've tried the gameshelf baker and pointed it to my high and low mesh %u2026 it exports 256 by 256 black tiles no matter what I do despite the resolution being set to typical 2048, 4096 etc.

Thanks.


For the mesh names, the mesh parts need to be separated. You don't have to explode the mesh. Instead of moving the mesh parts, you just name them according to the suffix. For example arm_low and arm_high.

Cheers,
wes

Dear Wes, could you kindly explain it a bit? I totally failed to understand how I can export geometry from Houdini using groups to separate my mesh in order to paint different materials. 

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You could use quick material SOP node, it's even faster)

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