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Messages - DanH71

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same for me with Vray5 and max2020

thank you.

until now i was completely oblivious to the existence of the substance launcher;) very cool!


thanks for your reply -kg-

easy when you know how!

I had seen elsewhere that there was the possibility to download to your app of choice [in my case ue4] but what im seeing on substance source doesn't look the same..see attached.

so id either, import using ue4 function to or just click and drag in the downed sbar.

Regardless, its good to know there is the template for refraction that i just need to select on import. so thanks..

While im here i do have a query on displacement that i also cant to get to work!;) tried following this but got lost along the way and wasn't sure to what material was being referred to etc..

if there is a clearer, more noob friendly document , would be great if you could point me in that direction.
I'm guessing though that i need when importing the material for the first time to select the substance displacement template from what you mentioned above for refraction.?

many thanks

couldn't get my 2nd image showing the user interface i see, so pasted a link to it online instead;)

<a href=""><img src="" alt="2" border="0"></a>



downloaded my first glass material from substance source:

and imported with the substance plugin for ue4.26 installed.
on applying the material to my geo in ue there is no opacity to it. So i check the instance material and look for opacity/transparency parameter to tweak..however there is none..

So what gives?;) since when does glass not let light through!;)

Im aware that in Substance Painter you need to use a particular shader model if creating your shader from scratch but I would have thought the source glass materials would come ready...

If someone could point m,e to/or explain the process to get glass materials to be like glass via sbar import using the substance plugin for UE4 that would be great.


notice that the UV [unreal generated lightmap in channel 0] is overlapping.. could this be the issue..?

I think that's causing it.  But it's weird it would have a different uv.  It's like a uv from another material being overlapped to your model's new uvs.

Have you double checked the uv view in SP?

went back to SP and found that there were only 1 set of UVs with no overlapping but there some UV islands that were whited out and not receiving the paint/effects that had been applied. So guessed the UVs were flipped.

Went into Max to find the flipped UVs but was unable to flip the Uvs, trying modifiers like Xform/Normal [unify normals] etc but was unable to get the UVs in the same direction.

Have since tried modelling this simple box again but 3ds max is still telling me I have flipped UVs...


Easy this CGI game!!;)

No but will do tomorrow evening..

Hopefully getting closer!!


I cant say if it's the reason for your shader bugs but it's one possibility.  Here's the official doc on it:

Normal map format
The dropdown "normal map format" allow to specify the normal map space used by the project. OpenGL (Y+) and DirectX (Y-) are available.
The "compute tangent space per fragment" is used to compute and display the normal map. If enabled, the tangent and binormals of the mesh will be computed in the pixel shader.
Unity requires this setting to be disabled.
Unreal Engine 4 requires this setting to be enabled.

so re-imported mesh, selected openGL and compute tangent space...
texture bake is then refreshed [as a result of mesh re-import and selecting different parameters: openGL/Compute space..
export Unreal Config textureset
import to unreal and deselect RGB for the occlusion_roughness_metallic texture which then displays as Linear in the shader window properties.
same thing occurs with sqaure and circular artifacts!!!

In SP under any lighting and close up no such artifacts are visible...?????????????

notice that the UV [unreal generated lightmap in channel 0] is overlapping.. could this be the issue..?

thank you henrik_1..

I shall try this when I can and let you know the result.


baked in Surface Painter, and I made no adjustments to the default settings...

should I have;)?


Better, thanks.  But I'm not sure what artifacts you're referring to.  You mean the broken lines in the middle image surrounding the monitor display of your model?

If so, did you bake with a high poly mesh?  What does the close ups look like in UE?

i believe it was a low poly mesh, and in UE4 close up the artifacts still remain

its the Strange blocky tiling that isn't visible in Surface Painter. The base colour is a uniform red with wear and there are no squares or other artifacts as can be seen on the unreal texture..

not sure if its some kind of scaling issue, as the texture sample of the occlusion_Rougness_metallic [linear] does not seem to fit the geo..Think the circular artifacts  are potentially the whole cutouts of the top surfaces where the metal posts/rods come out..


firstly just to say I am also posting in allegorithmics surface Painter forum as this could well be an issue on their side.

But. using a OcclusionRougnessMetallic texture in the fashion as documented here [where the texture is non RGB [i.e linear] and Occlusion = R, Metallic = B and ROughness = G]:

I get the following visual artifacts on my shader as per attached.

IS there something I have missed? from The shader preview and viewport views it seems that this texture [the linear one] is somehow creating these visible artefacts
but I have no idea why..

Any help would be much appreciated.



going away for a couple of weeks so wont be on this, but i appreciate the good wishes..

and UDIM!!! something else to worry/learn about;)



perhaps the reason for the anomaly is that i am scaling my uv islands outside of the uv 0,1 space. I beleived that scaling the islands and therefore increasing the resolution of the texel on my geometry [smaller black & white squares] I was increasing the resolution of the map..

But am i right in understanding now that the islands must be packed within the 0/1 uv space and grid in 3ds max for example [where the checkerboard is] and then from within SP i can up the resolution to paint greater detail?

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