Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - motionblur

Pages: [1] 2
Hey, here is an example:

Note that with this configuration, you can have more than one layer affecting the height, as long as they are below the anchor in the layer stack.

Oh wow! I love you - you just solved a MAJOR problem of mine!
Please reference this in the anchor documentation under 'tips and tricks' or something like it for everybody else who will run into this problem in the future. This is so obscure but actually so easy at the same time.

Thank you so much! :D

Thanks - saw it 20 minutes after I posted this topic and voted for it. :)

I am one of those guys who likes to cycle through blending modes to check if which one looks better if I am not yet certain about the look of a model - pressing the up/down arrow keys on the keyboard to change the blending mode of a layer.

Substance Designer already has this feature in the blend node - could it be adapted into painter as well, please?

Substance PainterSubstance Painter - Discussions - Feeding Groups into Nodes?
 on: February 22, 2017, 07:55:44 am 
I am creating mobile textures and want to use the colormap I've created in a few blending layers on top (AO darkening and highlights, etc). So if I am exporting the layer as a bitmap first I can't create color variations or changes any more.

So I was wondering if it's possible to feed lower layer groups into a higher output without the need to export it into a bitmap first.


I'd like to know this, too. Is it possible to change the default material definition for example to "Physical Specular in OpenGL Mode".
Also is it possible to change the default viewer background/environment that is loaded as well?
When dealing with lots of meshes it's really cumbersome to change it every time.

I just uninstalled all Substance designer Installs I had and reinstalled. For me it got rid of the message.

Hi guys,

so it's been a while and a few updates since I've last used Substance Painter. I couldn't find anything about this subject in the docs or the forum search but over a year ago in a Steam thread @sebdeguy said it's on the to-do list. So what I am looking for is having a color spray or splatter brush that variates either on the same hue or even on the whole spectrum of the color pallete like ZBrush's PolyPainting does.
Is there something compareable in Painter yet?
If so where can I find it?

Thanks in advance :)

Yes - that's exactly what I am looking for. Now I am only checking for alternatives which don't result in a 100+ node switcher System. :)

That looks actually pretty cool but I am not sure if I understand it completely.

What I want to do is this:
I will bake a low Res mesh from several High-Res parts. Each of These parts has a specific material color assigned to it. So what I want to do then is select the color input map and assign each colormap value the corresponding correct color value meaning I want to select the color name so that it will output the correct RGBA value.
I didn't even know that Unity has code to manipulate/plug into substances.

Can you actually assign a color value in Unity to a specific color on a map within a substance node?

I am still trying to figure out the best spproach for me, as maybe it won't just be color values alone but also roughness and metallic values like in the Standard materials node.

Being technical models the color map could also become very  with small UV Islands for normal map continuity's sake.

(edit) Ah - i see you uploaded an SBS. I'll also have a look at it. Thanks :)

(edit2) Okay - yeah. That Multi Color switcher could also be an idea. Though I want to assign the color value to the color name. In the end I want to be able to have a multi-matreial selector for a specific set of material definitions without the need to set up each one by hand any more. Just pick the colormap, select the name of the color (/material later on) and get the corresponding material definition output. At least that's my current plan. Your solution may have given me a few new ideas, though. :)

Hy guys,

I want to create a few Color template nodes because I am going to use these values often.
Imagine a node that has a selection in the style of: "Cobalt Red, Aquamarine Blue, Pure Cyan,..." etc.
I took the Standard material node as a reference and am looking into creating a node with a color selector based upon an integer input just like with the metal color values.

Problem being: I have quite a lot of data to work with - more than a hundered entries.
They are going to be sorted alphabetically upon creation for now but I can't say if at some point there won't be another color added or removed.

Is there a better way to create a large template based node like this?
Can this be automated or programmatically be achieved?
Is there a better way to do this than the integer switch?

It Looks like one of the cases where the nodal approach could be somewhat difficult to maintain in the Long run.

Thanks in advance for any help :)

Her is one thing to try, I do this for all the normal maps I generate in Substance Designer and Substance Painter, try inverting the green channel in your normal map and see if that fixes the seams

That's mostly the case between DirectX and OpenGL Normals. It fixes the seam ... sort of but invalidated the whole normal map in other places. Still thanks for the tipp. :)

It seems that the mesh file had some weird normal errors that weren't visible in Substance's Preview, though.
I've fixed it, resaved it and now it seems to work.

Thanks for the help. :)

I'm having difficulties with Substance Designer's normal maps in Unity 5.

I've tried to create a normal map from a sculpt mesh in Cinema 4D and another one from the same mesh (highest and lowest subdivision exported) from within Substance Designer 5.

To my surprise the Cinema 4D Normals were absolutely seamless but Substance's normals showed very visible seams.
I thought SD's normals are synced to Unity's? Am I doing something wrong here?

(edit) The baker is set to JPG but that's just for a test. The screenshot above is actually taken from an earlier PSD export.

@Sammie and Malo - thank you :)
@Käy.Vriend - thank you. ^^ I've never played Haze, though. It reminds me more of the Polycount colours in hindsight. :D
@bz2rules - Thanks. The maps are 2K and the main part of the Helmet is mirrored. Only the visor and the respiration filter are unique. :)

Crosspost from Polycount and ZBrushcentral ... Since I've always wanted to try hard surface sculptin in ZBrush but so far never really got into it I followed  Joseph Drust's excellent workflow tips and techniques on ZBrushcentral. Initially I expected to test a few things but then get stuck and give it another shot some time later. Guess I was wrong:
The beautyshots have been rendered in the new YEBIS2 viewport renderer inside Substance Designer 4.

Here are also a few work in progress pictures - I added a few more details and seams to make it feel more rigid and actually ut together from real parts since the forms are more ornamental than actually sensible function (shh - don't tell anyone ;) ) At this stage it was a mixture between MegaMan X, Master Chief and Doom .... and I liked it!
After retopology in Topogun I brought it over into Substance Designer since I had not actually thought about how I wanted to paint the model in the end.

Since I could not decide where I wanted the texture to go I figured - I had already tried hard surface sculpting, why not also try to texture it in Substance Painter as well....

Despite crashing every other 15 - 20 minutes Substance Painter is so awesome for testing surface combinations. Since I wanted to give it a more interesting contrast between glossy and rough surfaces I settled for a rough dark grey painted surface with glossy neon paint on top. To give a few more glossy contrasts the screws bacame a glossy black metal as well as edge scratches revealing a metal layer underneath. Then to give a few more variations I shot it with particles and dirt splotches.

Lastly I love how dDo2 shows off texture sheets so I blatantly copied the style. ;)

Final statistics:
Prototyped and sculpted entirely in ZBrush - 7.2 million Polys over all subtools.
Retopology in Topogun - 2034 triangles.
Base texturing in Substance Painter Beta 0.5.0 (Build 333) with a little Photoshop help
Final Texture assembly and realtime renderings in Substance Designer 4.3

The new YEBIS2 renderer is really awesome!

(edit) atached the pictures so they don't break formatting

Substance DesignerSubstance Designer - Feature Requests - Sandalone Baking
 on: April 25, 2014, 08:01:21 pm 
Are there any plans for an external map baking option?

I've set up my project in a way that I am using an SBSAR File for teture generation (pixel texture maps) now. So actually Substance Player would be enough but for baking I constantly need to open Designer, create a graph, import the model and start the baker. If there was a faster version or even a way to call the baker externally as well - that would be awesome.

Somehow at the moment I still find it easier to fire up xNormal just because I don't have to create a dummy graph for baking.

Pages: [1] 2