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Messages - kitsune_msn

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Ill paste here what I replied to him on Facebook group just in case someone is interested on the subject.

***Its a bit tricky to explain so I will try to make it easy to understand. Also Im not English so take it into account too please.

Ok.. reflections in Substance Painter viewer are done in two different ways.

-In one hand we have the 3D viewer. Here reflections are calculated easily on the mesh due its normals. Why we always see here reflections its simple. The side that you are seeing its always facing you. The sides that you cant see are back so you havent to see anything there but if we "could" see them we would see them similar to 2D view.

-In other hand we have 2D view. Here reflections are handle in a different way. Why? you may wonder. Well, 2D view its totally flat. But we can see in 2D view the "bumps" and geometry (kinda) of the mesh and see how reflections behave as if the surface werent flat at all. To achieve this Substance Painter uses the world space normal map. Its similar to a tangent normal map but instead it take the whole model position to generate a map. If your model havent world space normal map it will simply use the one from the low poly. Using that data you can make lights and reflections behave like if were real geometry in the 2D view.

But there its a downside. Faces that are facing "back" wont be able to render the reflection as it should basically because, as we said before, isnt facing to camera but back. Even if the flat 2D plane where we see the texture its totally facing us, the world space normal its telling to the engine that some parts may be right, others left, other up, down and of course, back too. So all parts that the render engine considers that arent facing to camera either because they really arent or because the world space normals make them to be in this way, havent the kind of reflections that you want.

You can even test my theory by simply rotating the model locally and making it face backward. Then the back will get reflections but the front dont. You may be even aware that sometimes when you exported your model it made to have reflections on right side but not on left. Thats because you exported the mesh for Second Life including the proper axis orientation which makes the mesh to face to its left making the right side now to be the "front" one which Substance Painter considers its pointing the camera.

To get reflections all over the body we would need orthogonal reflections and Im not sure that real time reflections can achieve such effect nor its even necessary at all on any game as in none of them you need to see the reflections of the backside of an object.

Im not sure if my explanations means something to you but you can even bake the world space normals map from your model, put it on a plane in blender as normal map, put some reflective material and see how also the part that doesnt gets reflections in Substance Painter either does in Blender, Maya, Max or any other software. You can only get them through baking process.***

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This is a feature that I would love too.
So far the only workaround I found its, just like you, screencapture the 2D view, then use the wand tool in PS to remove the background. If you have xnormal, it comes with some nice free plugins for Photoshop. One of them its called dilation and helps you to add edge bleeding to the cutout UV islands.

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Add my vote to this. I simply cant conceive the idea of not being able to use my 3D mouse anymore. Once you have one and use it, you just cant go back. It does slow down the workflow a lot and so far its the main reasson why I keep using 3D Coat for texturing instead of SP.

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