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Topics - JabbaTheNut

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Is there any guidance on how to bake UDIM color ID maps using the new UDIM approach in Substance Painter 2020?  In particular, I would like to bake one color id map per UDIM tile, (not per material).

I am an Alchemist newbie.  I was playing around and created a new project named Tester.  I am now done playing around and would like to get rid of Tester, or at least rename it.  How do I do this?

I am using version 2019.1.4 on Mac OS Catalina.

When I increase the blur setting of a curvature map, the seams start to show.  Is there a way to prevent this?

Additionally, is it possible to use a convexity map instead of the curvature map?


I bake ambient occlusion, curvature and material id maps in Modo.  The output maps are linear (i.e., gamma 1.0).  When I import the maps into Painter for use in the appropriate map slots, they are very dark.  I am assuming this is because Painter is expecting the input maps to be in gamma 2.2 and is adjusting to gamma 1.0.  Is this true?

SubstanceSubstance - Purchases & Licenses - Days Remaining Disparity
 on: January 24, 2018, 09:10:15 pm 

I pay monthly for the Substance Live Indie subscription.  I have been doing so for 32+ months. My last payment was on January 19, 2018.  When I launch Substance Designer 2017.2.3, it tells me I have 6 days left on my license.  When I launch Substance Painter 2017.4.2, it tells me I have 37 days left on my license.

What does this mean?  Why is there a disparity between the applications and from the days left until my next monthly payment? I am confused.

When I do a UDIM bake with a low and high poly, but without a cage, all is fine.  However, when I do the same UDIM bake with a cage (e.g., the low poly pushed out a bit), the bake does not respect the UDIMs. The caged UDIM bake does all bakes in 0-1 UV space as though there were no UDIMs. Each bake multiplies on top of the previous bakes.  Is this a known bug?

Substance PainterSubstance Painter - Discussions - AO Problem
 on: March 11, 2017, 08:33:38 pm 
I am curious why the Substance Painter's (SP) ambient occlusion bakes are so different from other apps.  In the attached images, you will see AO bakes of a waist belt model in SP and in another application.  The results from the other application match those I have also gotten from Modo, Maya, MightyBake and HandPlane.

Note that the AO in SP only captures the edges.  Totally occluded areas are not represented.  For example, there is a belt strap in the middle of the waist belt.  The surface behind the belt strap is not occluded.  Why?

You can see the effect in the belt.png image.  Look at the belt loop on the left side of the image.  The surface behind the belt loop is light, not dark.  It is weird looking.

I am trying to bake a simple normal map for a pair of pants.  The normal map is for the seams of the pants.  In the attached images, you will see the UVs for the pants, the results of the SP bake in SP and the results of the SP bake in Maya 2017.

The normal map bake in SP looks very good in SP.  There do not appear to be any problems.

When I bring the SP baked normal map into Maya, however, everything goes wonky.  I have tried DirectX and OpenGL, triangulating the mesh before baking.  Flipping the Green channel and then the Green and Red channels.  I am at my wits end.

Can someone give me some guidance on what I may be doing wrong?

Here are my UVs:

Here are the results of the SP bake in SP (looks good):

Here are the results of the SP bake in Maya 2017 (looks wonky):

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