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Topics - joiecito

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Substance PainterSubstance Painter - Discussions - Save layer
 on: June 02, 2021, 06:06:35 am 
Hi there,
The process of creating a passthrough layer is kind of time consuming and I'd wanted to just save one as the ones inside "filters" presets (which are all just passthrough layers with an effect applied to them).
Is that possible and how to do it?
Thanks in advance.

Surely that is out of Painter's scope..., but it would be super great if you could add a kind of decimation filter when exporting tesellation. In order to get decent resolution, you may end up with a mesh with ten million polygons when you could be OK with lot less if plannar polygons could be filtered out.

Hi there,
I'm trying to use the new export tesellated mesh feature for 3D printing.
But I find it lack of enough resolution.
For example, I've done some raised text and put the tesellation based on edge length. When reaching 1024, it still looks jagged. But the weirdest thing is that at 2048, the resolution is still the same. I thought it would be not a tesellation issue but a texture set resolution. But it doesn't matter if I put it to 1024, 2048 or 4096 pixels.
So my question arises..., is there a limit in the resolution of the tesellated displacement?

Substance DesignerSubstance Designer - Discussions - Lace pattern
 on: February 03, 2020, 02:08:14 pm 
Hi there,
I've seen this lace pattern and wanted to recreate it.

How would you approach the hexagon pattern?
If I just do a single one and repeat, How would you break the pattern uniformity?
If I just deform the whole pattern, How to avoid the threads to deform such they don't have same thickness anymore?
Thanks in advance.

Hi there,
I have a serious problem with normals.
I realised because I was texturing a really basic object.
But in order to see exactly what the problem was, I made a simple plane with some divisions and laid out the UV coordinates. Then I took random shells and rotate them 90º:

And exported an FBX with the following settings (pretty standard):

So it looked like this:

Then in painter, I baked all maps and just put a simple fill layer in order to make the object shiny and a bit rough:

As you can see, there are seams between the shells, which are NOT supposed to be. The orientation of the UV shells SHOULD not make any difference, shouldn't they?
And then, I left the shells orientation as they were before rotating them, and you know what?, it now looks correct:

What the hell is going on here?

You have both FBXs attached if you want to test for yourself.

Thanks in advance for any clarification. Surely I am doing something wrong, but I can't imagine what.

Hi there,
I've done a substance graph, exported to SBSAR and tried to open it in MAYA with the latest plugin.
When I open the attribute editor, MAYA crashes with fatal error.
In one of my tests, I've deleted all the graph outputs BUT baseColor and MAYA worked with no crashes. But since I start exporting with another output aside from baseColor, it crashes every time.
Could you confirm with the attached file?
Thanks in advance.

Hi there and sorry if this is newbie question..., I couldn't find any suitable information.
Here is the thing: Designer and Painter only have opacity output, not transparency.
So, If I am making a glass material, I don't want opacity, I want transparency, which you know it is NOT the same:

How do you deal with transparency, either in Designer and Painter?
Thanks in advance.

Hi there,
I need some help here with a panels generator I want to try as an excercise.
I've used a bricks node and I want them to have gaps between them. But the panels' numbers can be non uniform, so may end up with a texture with 4x8 panels.
So, I want the interstices to be of the same size vertically or horizontally, like in this screenshot:

How could I do that?
I thought to do a function that could take the ratio between the vertical and horizontal bricks (so 4x4=1 but 8x4=2 and 2x4=0.5) and then use that to multiply the desired thickness by that ratio.
This is my attempt:

My math knowledge is very poor, so any help is appreciated. Thanks

Substance PainterSubstance Painter - Technical Support - Resources corruption
 on: September 03, 2019, 03:26:58 pm 
Hi there,
My scene doesn't have any problems when saving or working with it, but I constantly get error messages in the log, like this one:

[Hdf5Archive] Archive '*Scene_RA_01.spp' appears to be corrupted. Cannot read 'resources/0aca33c8910793d78c7bc0ff1bfa6ca3677a8783'

As I said, the file saves OK, but I'm afraid of it getting corrupted in the future.
Any help is appreciated. Thanks.

Hi there,
Since I come from MAYA, I need a feature but I don't know how to call it, I will call it "default color".
When I want to put a logo somewhere, I create a fill layer with the logo and place it with the transform controls.
But I obviously don't want the logo de repeat, so I put the "repeat" feature to "none", cool, now the logo doesn't repeat.
BUT, there is something called "default color" in MAYA, and it is the color that a texture shows when there is NO texture.
So, if I tell the texture to NOT repeat, I get the "default color" outside the texture.
So, when I put a texture repeat attribute inside Painter to "none", I get grey color outside my logo.
Is there a way to control that color?, I want it to be either white or black.
Thanks in advance for your help.

Substance PainterSubstance Painter - Discussions - Roof tiles "end"
 on: May 31, 2019, 10:25:54 am 
Hi there,
I'm amazed by how good some of your roof tiles materials are, really impressed.
But I always wonder how you guys approach the "end" of the roof?, I mean, the "border" of the tiles?
This is what I mean:

I were doing a Roman video and I did modeled it because I never found a proper way to do it with texturing... What's your approach, if I may ask?

Hi there,
I'm trying to make a very simple shader in order to use it with maya/arnold.
I need it to have an opacity slot and it works as expected in substance player, but not in MAYA.
When I create the connections from the substance node, the opacity map it creates is blank and I don't know why.
I can post the .sbs file just in case you want to check it.
Thanks in advance for your help.

Substance DesignerSubstance Designer - Discussions - Scratches Generator
 on: March 13, 2019, 11:43:59 am 
Hi there people,
I like the scratches generator look so much.
But I want to use it with Arnold materials and I don't know how to do that.
I've made a custom SBSAR file with the two scratches generator outputs (normal and greyscale) and it opens OK inside MAYA (so I can connect those outputs).
But I don't know where to connect those outputs.
If I connect the normal to the normal camera input of the shader, I don't quite get the results of Designer (MDL material).
Do you know the correct workflow for that?.
Thanks in advance.

Substance DesignerSubstance Designer - Discussions - Custom brick pattern
 on: February 05, 2019, 09:52:09 am 
Hi there,
My client wants his medieval stone wall to have a very VERY specific brick pattern. One designed by him actually.
My main issue is that it is like a roman aqueduct bricks and, you know, those bricks don't have mortar at all, just bricks one over the other and so on.
So, I guess my start point was to just draw the pattern, like this:

My main doubt is how to make the stones AND get rid of the mortar (black lines)?.
Or if you like a more general question..., How to make a custom tiling pattern without mortar?.
Thanks in advance.

Hi there;
I wanted to ask you something.
I'd like to use photographies of quite small (in world measures) surface details (let's suppose it is rocky soil for example) and use B2M to create a large (again in world measures) surface texture.
In short..., I have a texture of, say a 10x10cm portion of a rocky soil, and I want to create a 100x100cm portion of the same rocky soil.
I thought I could just scale down the input texture (in the input scale parameter) but it doesn't look great at all. Would that be the correct workflow?.
Thanks in advance.

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