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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.



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. :)


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.


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)?



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.

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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