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Topics - boddie

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Content - Substance Source - More materials to come?
 on: November 09, 2016, 07:58:05 pm 
Thank you for providing this library for Live subscribers.

I notice that the Source library does not include some of the materials in the Database library.  Any chance of materials like hair will be added in the future?

I just installed Version 2.2 to try out the new material layering workflow.  Here are some observations.

  • The mask number not corresponding to the material it is associated with is unnecessarily confusing.
  • I tried to use a material that I created in SD, but was surprised that none of the custom parameters were available to be modified.
  • The information in the height channel is not available from my SD material.

I guess I will need to pretune the custom parameters in SD before using SP material layering.

Did something change in the control of the bit depth of textures on import between versions 2.1.0 and 2.1.1?  It appears that in 2.1.1 when 16-bits is specified, all channels are exported as 16-bits even if there is only 8-bit data (e.g. base color RGB).  2.1.0, on the other hand, seemed to export 16-bits only if the channel was high dynamic range (e.g. height map or normal).

I prefer the previous behavior for economizing memory.

I recently installed Substance Painter 2.0.3.  When I start a new project, import an FBX, I am presented with a warning that the project was created with an old version and will be updated.  Is this because I have some shelf smart materials that were created in Painter 1 or because I have Painter 1 installed or something else?  The message is disconcerting since it is a NEW project. 

How to fix this?

I thought that the new light baking filter would bake height information into the base color channel but I can't seem to get it to work.

I have a texture set consisting of a cloth material below a layer of wrinkles (height only).  The attached pictures show the shirt material without filter and then the color channel with the filter applied.

Am I missing something or is this just not supported?

Substance PainterSubstance Painter - Showcase - Some models of mine
 on: October 19, 2015, 10:52:04 pm 
Here are some models that I created in Blender and textured using Designer/Painter.

Brown Bess by James Boddie on Sketchfab

Mexican Infantry Shako 1836 by James Boddie on Sketchfab

Soldado Coat by James Boddie on Sketchfab

Soldado by James Boddie on Sketchfab

Alamo Cannon by James Boddie on Sketchfab

Just installed 5.3 and thought I would check out IRay but I can't find the Renderer menu in the 3D View window.

I have GTX 570ti with 358.50 driver in Windows 10 PC.

Today, I ran across a strange problem with my first project using Substance Painter to generate bitmap textures for Blender Cycles.  Materials looked great until I got to the sixth one.  The normal map details were missing.  The Blender console indicated that the 6th normal map was not being loaded because of a limitation in CUDA which maxes out at 5 float textures.  When exporting .png maps in SP, the normal map is 16-bits/channel which Blender seems to convert to (or at least interpret as) a float texture.

I could resolve the issue by any one of the following:
  • Switch from GPU to CPU rendering
  • Export maps as .jpg
  • Convert the normal map from 16 bits/channel to 8 bits/channel in Photoshop
It would be great if I could directly export maps from SP in 8-bit .png format.

My project has Base Color, Roughness, Height, Metallic and Normal texture sets.  When I look at the Export Document dialog, these sets are shown for all of my materials plus a Normal_OpenGL set.  Why are there two nomal sets?  Which one to use or is there different information so that both are needed?

My material uses one of the concrete materials as a base and my painting modifies the height channel (not the normal).  Do I need to export a normal channel at all or is there additional information in one of these normal channels that are available to me for export?  Does one of the normal channels contain height info also?

Further info, the object data was created in Blender, and for now, I want to export maps for a PBR shader for Cycles.

I am a new user and need some workflow advice.  My project calls for the use of a cedar wood material.  I purchased a substance material on Turbosquid and need to grunge it up a bit in Designer and Painter.  The purchased .sbsar file is not PBR with only Diffuse, Specular and Normal/Bump outputs.  My target is Blender Cycles and Unity.  Should I "convert" the material to PBR by inverting the Spec map and level adjusting before further modification or just stay with the non-PBR flow?  I am unsure of limitations in Designer/Painter for non-PBR materials as well as issues with Unity.

I purchased a Live Indy product and downloaded and installed Substance Designer.  For activation, I used the license.key file.  When this expires next month, do I need to download a new license file or will it update itself (assuming the $20 is paid)?

Having doubts about the correct process, I tried to activate through my account but the server did not recognize my credentials.  This is a temporary problem?

So assuming internet access and continuous payments, which method is recommended?

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