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Messages - Reece Williams 0

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Okay so a big problem I was having was that I have a lot of duplicated objects to save UV space, and unlike previous versions this version wasn't having it and would create a bunch of errors even when doing mesh by name baking.

When importing the asset without the duplicated assets it would bake fine but ignore the mesh by name baking in the settings.
Turns out there are now multiple settings. In the bake settings you need to set by Mesh name in Common, AO and Thickness.
Seems somewhat redundant but now there are 3 separate settings where you need to set this.

Having duplicated objects, even if they occupy UVs outside the standard 0,1 UV space AND are named so they don't have _low in their name doesn't work though and is something they need to fix.

Yep, broken. Tried to go back to the 2019 versions but baking causes the application to crash instantly now. All 2020 versions have this baking issue.

It's actually quite impressive how thoroughly Allegorithmic are able to make older versions crash in different ways forcing you to maintain your subscription to get access to the newer version.

Hi guys, I have some experience doing glass in Substance but not a lot. I'm using the Unreal Engine which has its own issues when doing glass, but I have that end hopefully sorted out.
The part I'm struggling with in Substance is getting dirt onto the glass. Ideally I want something very old looking with a layer of dust along the top. At the moment I'm testing with random grunge maps and a bit of painting but all that is happening is the colour of the glass is coming through heavily even though the colour of the dirt layer is set to replace.

If you take a look at the screenshot you can see I have a green tinted bottle, and the idea is to have dirt over the top that is fully opaque, and I have set base colour and opacity blending modes to replace. Which SHOULD ignore what is in the previous layer. And yet, it's causing this horrible green colour.

Is there any way to work around this? The only things I have found online are ways to change the roughness of the glass to make it look scratched up, but that is not really what I'm going for, I'm wanting a way to have a thick layer of dirt to the glass that you can't see through.

(hopefully my screenshot uploads, it's stuck in a perpetual "uploading file")

I'm not going to agree to disagree because someone who is actually new to this will come here and believe this is correct... If you've been doing this for so long you would know you need to define sharps on hard surfaces when using smoothing groups... Even to add on to that you're not even converting these meshes into Tris prior to baking which is another mistake.

It is very import for people to know and understand the correct way to fix such issues and not hold onto their opinions as truth when clearly I can prove your method isn't correct.

Then how would explain my 3ds Max example working fine with no defined sharp edges? The only explanation therefore is that the issue lies elsewhere, which is entirely my point.
I'll get my friend to check the export settings. This fix you're giving is just not optimal and doesn't give as clean results as I am used to in 3ds Max.

I have no idea who would expect a fully smoothed mesh to bake properly against a high poly mesh which has defined edges...

Lets just agree to disagree on that one.
My point though, is that smoothing groups should not be taken into account in the baking process. This is quite clearly evident if you export a model with all polygons hardened and bake a normal over it that is smooth, you will find lines all over the model but the normal map itself will be clean.
Smoothing groups and normal baking are completely and utterly separate, they don't look to each other. So the fact that the smoothing in Maya specifically is effecting baking in Substance indicates an issue.

3ds Max might be the only resolution for this one, unless I find a different fix.

Actually that comment you made actually gave me a thought. That way of thinking with the smoothing groups is exactly the way you would think if using any engine other than UE4, because of the way tangents and binormals are computed. I'll get my friend to double check their export settings to ensure that option is turned off.

If that is the issue I'll let you know.
Thanks CAGameDEV, you've been a great help so far!

Yes the smooth shade is intentional (the geometry lines up to an acceptable degree and isn't the cause for such a glaring issue, evidenced from it having no issues when exported from 3ds Max). Which as far as I'm aware should not effect normal baking. Exporting a low poly model fully smoothed is the proper way to export low polys and is the way I have been doing them for years in 3ds Max.

Sharpening edges is just a way to avoid one problem only to run into another with lines going across those edges when the normal map is applied - an issue I used to run into before I started exporting fully smoothed as advised by AAA artists - There is a way to fix this, but the thing that confuses me is smoothing groups should absolutely not effect the baking process in any way shape or form. When baking it should only look at geometry and should not even consider smoothing groups.

That being said, I'll pass this info on to my friend and I'll have to have a look as to how it turns out. This is just a test asset, but if them infamous lines start appearing across the sharp edges then I'll have to get them to just export via 3ds Max, because clearly something with Maya is not working properly.

Thanks for the help, but I fear this may not fix the issue entirely, without exposing another issue as mentioned before.
I'll give it a go on this test asset chair, and if not then I'll investigate further. If I do find a full fix, I'll be sure to post it here.

Edit: Again I don't use Maya at all, but from what I have found online this old (but I'm guessing still relevant) substance tutorial by Allegorithmic for Maya says that they are all one smoothing group.
Other than soft/hard edges, I can't find anything in Maya that references actual groups, like in 3ds Max.

Sorry for the very late reply, these are the fbx files for the high and low poly assets.
Issues still persist and are present on many different assets at this point.

I appreciate the help, but if you had read my initial post I did say I had already ruled out this variable using 3ds Max. Additionally, the error from the low and high poly would not make this kind of error, nor would it only be isolated to specific areas of the mesh.

In my initial post I did conclude 100% this is a smoothing group issue carried from Maya to Substance. I have since tried other meshes with the same result. Random issues dotted across the mesh that have no resemblance to the high poly at all, but are fixed when using smoothing groups in 3ds max.

So I have a model that has been modelled in Maya. I'm not too familiar with Maya personally but the person that modelled it is very comfortable on the software whereas I'm more of a 3ds Max person.
I am getting very weird baking errors when baking normals on the Maya file that make zero sense to me. The high and low poly models are named _low and _high properly on each object, they are all aligned perfectly and zeroed to the world like they are supposed to and all edges are smoothed. I have been using substance painter a long time and all the settings for baking are all correct too, so as far as I can tell, no issues with the model or UVs at all.

This is where things go weird. If I import the low poly into 3ds Max and clear/set smoothing groups all to 1 and export it then there are no issues whatever.
This makes no sense since as far as I am aware, setting all edges to smooth in Maya is the same as setting all polygons to the same smoothing group in 3ds Max.

Can any Maya experts out there assist in figuring out how to fix this? I am pretty experienced in Substance painter but this one is a head-scratcher for me.

Ah right thank you

I use a blend node to link up all the output channels so I don't have to keep reattaching everything to the outputs.
Apparently using only one input on a blend node causes it to automatically go to 8bit

Thank you for the response :)

Hi guys,

I'm coming back to Substance after a few months away from the software and one of the updates was the removal of the Ambient Occlusion node, leaving just the HBAO node to work with. But all I get is black lines, dots or other errors all over the texture.

Here is an example of a very simple tile texture, and even this has black lines all over it. I've tried fiddling around with all the sliders and setting but nothing seems to work.

I'm getting the same issue
I'm getting black lines all over my Ambient Occlusion.
Not sure why they removed the old AO node, it was working fine. No idea how to get this one to work without random black lines/patches appearing all over the place.

Ever since upgrading to the new 2018.2 everytime I click on something new or change folder using the library it causes the programme to slow down a little, with each additional click in the library causing it to go slower and slower. Closing and reopening the programme appears to be the only fix I have found so far (sometimes it takes multiple restarts before returning to normal).

My library also has trouble refreshing to update with my new materials. Again, restarting the programme seems to fix this issue too.

Sorry for the late reply, I've been a tad busy recently

Here are the settings I have, I've kept the height the same in IRay as I had in OpenGL while working

OpenGL Settings

IRay Settings

Okay so I've tried it on another asset and the differences between OpenGL and Iray are just crazy. Here is another example, same settings as before:



The difference is just mad, which is a shame because I like the way IRay has shadows for my render. Anybody know how to fix this?

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