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Messages - CAGameDEV

Pages: 1 2 [3] 4 5 ... 143
31
This was discontinued early in the year and people had until February 2021 to link. Now perpetual is only on Steam.

32
Well use whatever method works for you then. Yes, of course you need all those channels enabled, otherwise how would it work?

33
Bake settings are just a starting point. Far too many people just load up the bake screen and click bake without adjusting.

Regarding the bounding box, when checked the distances are normalized in the 0-1 range. Distances are expressed as a percentage of the Bounding Box size. When not checked, the distances are not normalized and dependent on the object size.

34
So you're saying it doesn't work regardless? You're not adding it the correct way I'm referring to. Do this:



Not sure why you're making a fill layer and adding a paint to it as opposed to just making the paint layer on its own...

Can you provide the .SPP file in which you're using it on and I'll test it on my end. I'm not aware of any bug, I use this feature regularly.

Also the way I teach is like I shown above, and even the official documentation suggests using a Paint Layer.

https://docs.substance3d.com/spdoc/clone-tool-143720522.html

Make sure this method works as it is what I use 100% of the time, and I don't use fills with paint layers under them for the clone tool.

35
Make a new Paint Layer above the Fill Layer, set all the channels to Passthrough and it will work.

36
If this happens after baking then you need to bake by mesh name to split it. Otherwise the rays are hitting those parts.

37
If you lower the value does it work? Start at something lower and work your way up.

38
F5 and F6 toggle between the views (perspective - orthographic). Then when you rotate hold shift to snap the views.

39
Thanks for the swift reply,

can you describe your answer in a wee bit more detail? I don't really have a clue what to do exactly.

Thanks for your time.

Click the shader icon, and select the Metal Roughness with Alpha Blending, then your opacity will work.

40
You can confirm by checking outside of Painter.

I would do this to factor out a project issue. Put your entire layer stack into a Folder, save as a Smart Material. Then make a new project, bake your mesh maps and apply that Smart Material. Does IRAY work now?

You also didn't answer if a cube and a texture works.

41
How heavy is your file? Are you using tessellation? When in IRAY can you confirm if your GPU or CPU is showing usage. I've heard of this happening because you're overloaded.

Does IRAY work with a basic cube and a texture?

42
If you're using an older version of Painter with 3xxx series cards you'll get this issue due to the version of IRAY. You'll need to upgrade Painter to the latest version.

Not much more can be provided without seeing a log file.

43
Make sure you're using the Alpha Blending shader.

44
Make your own export template and export the Normal Channel as opposed to the converted maps (normal).

45
Blender would be the same export template as Metal Roughness just with a openGL normal. You can duplicate the template or export as is but flip the green channel of the normal map in Blender directly. This assumes you're using the Principled Shader.

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