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Messages - Xathian

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Substance PainterSubstance Painter - Discussions - Re: bettering render
 on: October 26, 2018, 01:32:20 am 
Ensure that your Roughness, Metallic and Normal nodes are set to Raw colour space with Alpha as Luminance enabled

Go to your Bump2d and ensure you have it set to Tangent Space Normals mode with Invert Red unchecked and Invert Green checked.

Also export your textures from Substance Painter at a higher resolution.

Looks like your occluder distance is too low/high, so the occluder mesh is clipping into itself.

It seems just insane to me that you discuss this must have feature for about 4 years now.

Yeah at this point Painter is just about the only software on the market that can't hide objects/polys, it's frankly downright ridiculous at this point over 4 years after its release.

I got an error today while importing a bunch of Smart Materials into my project, this one here

After receiving this error, it's no longer possible for me to drag files straight into Painter to import them, the mouse just shows that crossed out circle cursor. Restarting Painter, the PC, making a new project, etc have not worked to restore my ability to do this. The only way for me to import now is using the Import Resources option in the File menu.

Substance PainterSubstance Painter - Feature Requests - Baker Preview
 on: July 21, 2018, 05:49:13 am 
I'd love to see Painter get a baker preview window like the one in Substance Designer. This is really convenient as it gives you a far better impression of the baking speed, it is much better for estimating how much longer a bake may take and it can even let you see any baking errors (such as bad frontal/rear distances) mid bake and allow you to cancel and correct it rather than waiting until it finishes just to see it was a bad bake and have to redo it.

I currently do all my baking in SD solely because of this feature and it would just be nice to see it in Painter so I can keep all my work in a single program rather than needing to hop back and forth if I end up needing to rebake for some reason.

Upon updating to version 2017.4.1, the installer started to spew errors while writing the Environments folder, saying it could not write the exr files. Retrying didn't work so I aborted the install.

Now the Painter install folder has an empty Environments folder that I cannot open or delete, it has stripped all permissions from my Windows users (including Admin apparently). I cannot add ownership back to my account through the standard file onwership flags in an admin elevated command prompt, nor User Permissions tool. Access Denied always. It is now an irremovable folder preventing installs with 0 listed owners.

Now I understand the purpose of compute tangent space per fragment in the Project Configuration, but my question involves "universal" assets.

I aim to create assets available to both UE4 and Unity, but how exactly do I deal with the compute tangent space per fragment option without basically retexturing every asset twice? It needs to be On for UE4 and Off for Unity, but the project configuration chooses it at the start. How can I create both a Unity and UE4 asset with this option being On/Off for each one?

Sorry the title is a bit butchered since my question was too long to fit into the subject field.

Are there any good learning resources/tutorials for the thought processes and techniques behind creation of Smart Materials?

I've noticed a lot of very nicely detailed Smart Materials out there and see the value and control and better results you can get by working from scratch to create a material. I've recently gotten into trying to create smart materials (Until now I've heavily relied on premade Materials) and I'm having a hard to going from a flat colour base layer through all those filters and generators, grunges, procedural, etc to get a nice, realistic result.

I am more of a "Learn by example" type person than a "learn by figuring it out brute force" and I've gotten some Smart Materials with Painter, bought some on Gumroad, etc and looked into all their layers in Painter to understand how it works, but I'd love to find a tutorial (Paid on Gumroad, free on Youtube, anything really) where some experienced artists can give detailed reasoning behind techniques, methodology, etc.

I've tried searching around but all I can ever find is either very short videos that explain the basics of what a Smart Material is, or videos that are just Material creation in Substance Designer

Those "hidden edges" in Max are the mesh triangulation. All models are broken down to triangles eventually in the end (Unless it's 1995 and you're developing for a Saga Saturn), be it through your exporter or inside a game engine at the final production level.

The reason your model is going from quads to tris between Max and Painter is likely because you have your FBX exporter set to triangulate the mesh upon export. Turn that off

So long story short I was asked to port on of my older models to Unity, the problem comes from the fact that I do not currently have access to original Substance project as I have unfortunately lost the file so I cannot just export it as a Unity texture. I do have my original exported textures as

Ambient Occlusion

The AO, Albedo and Normal port to Unity just fine but I see that Unity uses a "Metallic Smoothness" map that treats Roughness differently and is used as a single combined file. I was wondering if it was possible to somehow mix my Roughness and Metallic maps manually, with designer or photoshop or something and create one of these Metallic Smoothness maps from it.

I would like to add some normal map based engraved font to my model, and for simplicity I would like to do this directly within my "Normal Painting" layer rather than making and using a stencil with a fill layer.

The problem is that I can't see if it's even possible for the Font tool (Listed as an Alpha) to paint normal map information. I have set up the brush and made sure the Normal channel is enabled, but this doesn't paint any detail. Enabling the Height channel works just fine on the Height map, but the normal channel remains blank when checking it with the B hotkey to see individual channel and my model will be getting used without a height map, so it needs to be normal detail.

Is this possible to do?

I've been working on a project in Unity and I have created several models so far which have looked perfect when imported into Unity, nearly 1:1 matching the texture within Substance Painter.

But my latest model just isn't working properly. Using the same settings and workflow as worked before, the result within Unity is very dull, the metal isn't properly reflective, one metal part is pure black, etc. Here is a Painter vs Unity viewport shot.

It went from looking like the intended brushed stainless steel and now looks like a cheap injection mold plastic. Also note the exposed portion of the metal within the chamber area went from a dark silver to nearly pitch black. Also the plastic grips look off as well.

This same workflow and methodology has worked flawlessly with several other models until now. Also this texture looks perfectly normal in everything but Unity. Marmoset, UE4, Sketchfab, etc.

The baker running in that image was the Normal map one and GPU usage during it was at 6% so I don't think it was doing much there.

In all, the CPU usage in that screenshot was similar for Normal, World Space Normal, ID, Curvature and Position.

The AO and Thickness bakers are certainly more efficient pinning most cores to around 70%, seeing a definite gain in the speed there for a high core workstation but losing a lot of speed over a higher clocked quad core in every other map bake.

For context the GPU is a 1080Ti.

Being a piece of professional software I was hoping to see Substance might good use of available CPU power. Doing a 4K bake right now, Substance is utilizing a grand total 23% of an 8 core CPU. Only pinging 1 single thread to 100% and the rest very little.

Is this intended to be so wasteful of system resources? If so I hope your programmers are looking into using hardware better in the future as this scales very poorly in a workstation oriented professional environment.

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