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Topics - Stephen Marshall

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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.

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'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.

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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