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Topics - Bosco

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Substance PainterSubstance Painter - Discussions - Beetle
 on: June 24, 2019, 02:51:27 pm 
Can anyone tell me if it's possible to create in Painter an effect similar to a beetle's carapace?

In particular is it possible to shift the hue value depending on the angle of the pixel to the camera?

Here's a link to a pic of a beetle to hopefully illustrate what I mean.

https://www.whats-your-sign.com/symbolic-beetle-meaning.html

Thanks.


2
Hi.

I've heard using the `Height to Normal' filter gives nicer results than just using height maps.

I'd like to compare both approaches but can't figure out the correct way to connect a height map and filter to a layer without outputting both height and normal information.

Any help as to the correct way to use the `Height to Normal' filter would be appreciated.

Thanks. :)

3
Hi.

I'm one of those poor unfortunates  ;D who needs to screen cap the material view for the work I do and I've noticed a faint dusty brown colour appearing in my textures which I haven't added and isn't coming from my environment map. I'm now wondering if this is fresnel fall-off?

Can anyone confirm - I know the pics aren't the best?

Before anyone asks, I have tried using the baked lighting filter but I didn't find it very satisfactory.

I would like to congratulate the Substance team on all the recent updates, especially the UI updates which have really improved my workflow.

Thanks,
Steve


4
I'm still finding my feet with Painter but one thing I've noticed is Painter files get very large very quickly.

A 26kb FBX file brought into Painter and immediately saved out with no substances or maps, turns into 18mb. That's over 700 times larger than the source and I haven't begun texturing yet?

Can anyone explain the dramatic difference in file sizes?

Is there anything I can do to optimise Painter file sizes, (besides hitting the `clean' button)?

Thanks.

5
Hi.

I bought Painter hoping to generate realistic looking diffuse maps with baked-in environment map lighting. The only way I've found to achieve this is by screen capturing the material view however I've noticed rear-facing polys ignore lighting or at best receive an extremely coarse approximation, (see sphere below).

Is there a way to make back-facing polys render equivalent to front-facing ones in the material view?

I appreciate this probably isn't the intended workflow for Painter but I think there are a lot of artists out there who are working with Painter in the way I describe and would benefit from a solution to this issue.

Many thanks.


6
Can anyone help with the following?

I'm attempting to texture realistic looking characters in Painter but need to finish up with a single texture with baked-in lighting. Or to put it another way, what can be seen in the Material view.

I figured I can screen capture the Material view, but have noticed a chalky rim around parts of my characters which I'm assuming is the result of fresnel in the standard `pbr-metal-rough' shader?

Does anyone have a fix for the above or a version of the `pbr-metal-rough' shader that has fresnel disabled or controllable?

I've tried using a baked lighting material but the results are not what I'm after.

Any help would be greatly appreciated.

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