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Messages - Stephen Marshall

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Substance PainterSubstance Painter - Discussions - Re: Import PNG with ALPHA?
 on: February 21, 2019, 11:46:04 pm 
Just seeing your response. Thanks for the reply. Yes, that's the effect I was looking for. I still haven't gotten it to work without using Substance Designer. But at least I have a workaround.

Substance PainterSubstance Painter - Discussions - Re: Import PNG with ALPHA?
 on: February 03, 2019, 05:41:26 pm 
I think I may have explained it incorrectly.

I want to be able to import a png that has transparency, and have it show up with the transparency on my model.

I tried assigning the image to both base color AND opacity hoping that it would take the RGB channels from the first image and the A channel from the second image....but that doesn’t seem to work. I’m not a full time artist and I must not fully understand how images work.

I was able to get it to work by using Substance Designer. I used a split node to extract the RGB into a new png and extract the transparency into another png as a greyscale image. I then put these into Substance Painter and it works.

I still don’t know how to just get the original png file to just work without using Substance Designer.

Substance PainterSubstance Painter - Discussions - Import PNG with ALPHA?
 on: February 02, 2019, 09:08:31 pm 
Is it possible to import a PNG file and use its ALPHA channel in Substance? I can't for the life of me figure this out.

I don't want to paint any opacity (I know how to do that)...just need a way to retain it when the final Color texture is exported from Substance.

Any help would be appreciated.

Thanks for the suggestions.

As far as number would that work? I am familiar with export setting, just not sure how that would help me.

I want to use the dirt generator to create dirt for clothing on a character. I don't want to hand paint all of it. So I want to use a fill layer.

My issue is this: I want the dirt to be exported separate from my shirt. The reason is I want to have the ability in my game to create different colored shirts THEN apply the dirt on top of it. So in my game at runtime, I need to use the base clean version of a shirt, change the shirt color, then apply the dirt on top.

I can't seem to get dirt to be isolated with just the dirt and an transparent background and have that exported from Substance Painter.

I know how to create issue is I don't know how to apply this to a model where I can see the dirt and clothes as it should be in SP....then export it out.

How can this be done?

I haven't checked GPU /CPU or Memory usage during use.

It seems to be related to projects that have many changes. If I start a new project, all is fine. If I open certain projects...I can't get in one change before I start seeing the progress bar.

I have an I7-5820K CPU, NVidia 1060 6GB, 24 GB RAM.

I'm using Substance Painter 2018.2.3.

I'm not using UDIMS and my projects usually only have 1 Textureset. I usually paint in 2048x2048 resolution.

Mesh polycount never matters. I've had massive slowdowns with the Sample project for creating tiled Textures. 7x7 Grid of polys....which is very low.

Performance seems to drop when I work on a project and make many progressively gets worse over time.

I'm having major performance issues when hand painting my models. Since Substance Painter records every stroke, as I work in the same project (to add variations to my models), it gets so slow that I can't work without me seeing the progress bar.
I know that in applications such as Photoshop, you can "flatten" layers...which removes data used to create the layer. I would be very happy if there was something similar in Substance Painter.

Does ANYONE have any suggestions on how to make sure that my projects can stay fast or how I can speed up an existing project?

Substance PainterSubstance Painter - Discussions - Transparent Background
 on: October 11, 2018, 09:03:25 pm 
I'm trying to create dirt/blood patterns for a shirt.

I'm trying to figure how to create a transparent background for a fill layer with a smart mask. Right now, the areas that are transparent are the areas with the dirt and blood. I want the opposite, where the background is transparent.

Note: I know that I can manually paint into the opacity channel of a paint layer, but I want to know how to get the smart mask to work.

Ok, got it. I'm a programmer, so I'm have a very low IQ when it comes to Image processing.  ;D

General questions
1. Is going from Unity Diffuse, Metallic, Normal maps into Substance Painter entirely possible 100% with no artifacts. Or is it similar to creating a jpg from a bitmap where some information is lost?

2. I still have the Substance Project that I created the Diffuse, Metallic and Normal maps for Unity. If i re-export it (this time adding in the roughness map on Export, will that work 100%?

My main goal is to apply and Alter the same Material to a set NEW models.

I UV mapped more models to same Material. I know I can't change models when working in SP....thats why I need to export then re-import.

SOLVED: I Ended up exporting at PBR Metallic and then just re-applying each map to the appropriate channels.

You can also make Unitys standard shader use cutout and just use one material.

I'm a noob and have no idea how to properly import FROM a Unity (Standard Shader) PBR material into Substance Painter.

Specifically, I need to know how to get Substance Painter to understand that the Metallic Map has the roughness inside its Alpha channel.

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