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Messages - 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.

Hi there,
Are there any plans to make blur fliter work in 3D space in order to avoid UV seams?

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.

Mmmm, nope. LOL
If you apply the same displacement to the same geometry, the corners will explode the same way. As far as I know, only VRay have the option to NOT explode corners with hard normals...

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?

I don't know if Painter behaves the same way as MAYA, but in MAYA, if you apply a displacement map to a corner with hard normals, then it breaks apart de surface.
The only way to do that is to have the corner with soft normals and model it with supporting edges.
Hope that helps.

If you use ZBrush, the "close holes" tool is perfect for that, is super fast and it makes your surface perfect.

I was about to request the same feature!
It would be super helpfull.

Substance DesignerSubstance Designer - Discussions - Re: Lace pattern
 on: April 02, 2020, 11:17:10 am 
Frankly, not. That's why I asked here, because I have no clue on how to do it.

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.

Thank you very much for that info. Disappointing, but helpful.

Mmm, for that particular object I am not using any low poly, I am using the same object for baking everything.
Are you saying I have to bake with designer instead?

Mmm, yes and no.
Boosting the quality settings actually fixes the shading seams, but not completely.
And, in fact, those seams are affecting generators. Here you can see the actual object I try to texture, with a generator applied to a layer's mask. The curvature is affected by the UVShells, and shouldn't. Curvature should only be affected by polygon continuity, ONLY.
So I ask again..., what the hell is happening here? (red arrows shows where the mesh UVs are splitted into UVShells):

Is this something you are working on fixing for future versions?

The color picker can't go over 1.0 at the moment. If you want to store a bigger value you will have to work around it by using a level or another effect to scale the layer value.

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.

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