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Messages - Veljko

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Substance Integrations - Unity - Re: Emission map issues
 on: September 13, 2017, 11:26:46 pm 
I've tried a couple of things but it didn't work out so great so I'll try a couple of more times and if not I'll just do the regular SSS in the shader.

Thank you so much!

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Substance Integrations - Unity - Re: Emission map issues
 on: September 13, 2017, 09:37:10 pm 
Here's what I get when I plug it, I don't have any gamma corrections on the map.

https://i.imgur.com/StSqI6o.png
https://i.imgur.com/o0ulrxl.png

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Substance Integrations - Unity - Re: Emission map issues
 on: September 13, 2017, 02:28:07 pm 
I believe it may be a Unity issue. It looks like the original emission map from Substance painter has the emission values over a transparent background. Unity then takes the transparent background and turns it black and removes any kind of alpha variation it seems. I'm going to try and see if I can modify the map in Photoshop to avoid this but it's pretty annoying. Not sure if there's a way to do this from SP.

Hi,

In SP, you can create a fill layer that only uses emission channel. For the value, set it to black. Now, create a standard layer on top of this fill layer and paint your emission. The fill layer at the bottom of the stack will act as a fill of black so there will be no transparency in your map when you export. This way, you don't have to edit on Photoshop.

Cheers,

Wes

Where do  you guys suggest plugging in the emissive map in Vray for Maya? I tried self-illumination slot but it just goes to solid color.

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How do you guys setup an emissive map for Vray? I've tried putting in the self-illumination slot but the object (candle) just goes to solid color.

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So it's okay to have it on 3 UDIMs like in the attachment?

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Great entry! How did you fix the unwrap issue because the UV islands are overlapping? are you using UDIMs or?

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Do we have to use Substance Painter 2.6 or we can use 2.1 for example?

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How do you guys connect multiple (UDIMs) Normal maps to the standard Redshift shader? I wanna use both Height and Normal UDIM maps from Substance Painter?
If I use the NormalMap node from Redshift I can't use UDIMs.


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I'm not sure how to describe it.The geometry doesn't have thickness which is fine, the other geometry is also without thickness and it displays properly. Maybe these screenshots will help. The objects with that problem end up completely black in Maya after I apply the textures.


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Hey guys, does anyone know why some of my faces aren't showing? It has to be something with the UVs but I cant figue it out (they aren't flipped or anything)

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Too tired to remember that, thanks a lot for a fast answere!

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Hey guys, when I export out of Substance Painter with Vray export target I get a black diffuse but with other presets the diffuse is normal. Other textures look okay

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