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Messages - Baptiste M

Pages: 1 2 3 [4] 5 6 ... 23
46
Hello,
If you're using a preset, the normal format is set according to the destination. So it will be OpenGL for Blender.
By default, if you're using Default (project workflow) preset, it will be DirectX.

Thanks

49
Hi!

1- Drag and drop your first image in the layer stack to create your height map (select Image to Material template).
2- Drag and drop your second image in the layer stack.
3- Click on the layer of the second image
4- On the parameters panel, there is a dropdown menu "Output usage". Choose Base Color

If you name your files following this convention (https://docs.substance3d.com/sadoc/texture-import-197427276.html), the output usage will be selected automatically.

Thanks

50
Hi!

You should not move the Base materials folder. The feature doesn't exist. They should remain here:
C:\Program Files\Allegorithmic\Substance Alchemist\Resources\assets

Best

51
Hello,

Where did you install Alchemist the first time?

In the future, if you are blocked by the crash report window, you can delete the following folder C:\Users\[username]\AppData\Local\Allegorithmic\Substance Alchemist\Crashpad and the window won't show up anymore.

Thanks

52
Hello,

In your custom exporter, you should use the Label field to define the suffix you want.

https://docs.substance3d.com/sadoc/creating-and-importing-custom-presets-188976295.html

53
Hello,

Can you send a screenshot of your export window with the settings you use?

Thanks

54
Hello,

It looks like the fix was not included in the latest release. It will be in the next one.

I attached the corrected version of the SBSAR file.

55
Hello,

You can drag and drop your images directly in the viewport or use the link the layer stack placeholder:

56
Hello,

Here is the documentation to create a custom export preset.

Thanks

57
Hello,

If you didn't watch our Livestream yesterday, here is a preview non-square textures working in Alchemist.
https://youtu.be/qKyQIkXcDec?t=2255

Here we're using non-square resolutions to create Image Base Lighting image.

58
Indeed, in this case, the AI Powered failed. There is an important color shift where the AI removed the shadows.

But as you can see, in the B2M version, you got shadows that are baked in the base color. This is not right if you want your material to react perfectly to the environment in your 3D scene.


59
Hello,

The AI-Powered Image to Material removes all shadows and highlights to get the true base color that will react correctly to its light environment.
This is something B2M doesn't do.

Can you send examples?

Thanks

60
If you're facing an issue, don't hesitate to send the sbs file in private message.

Thanks

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