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Messages - mario.baldi

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Hi guys!

I'm having some difficulties using the Projection tool.
First of all, I use it a lot, and my main concerns are:
1) Low quality resolution
2) No way to use the original image aspect ratio?
3) Simmetry doesn't work.

Also, this tool really needs a warp/liquify effect, to adapt the image to the underlying geometry before projecting it.

You know I love Painter, but now that the base is covered, it really needs more painting tools :)

Substance DesignerSubstance Designer - Discussions - Re: Marble Effect
 on: April 07, 2015, 03:24:54 pm 
Hey Fabian, that looks pretty good! ;)

A debug mode (or node) would be so useful indeed.
I think that best would be to output the result of the selected node or in the right panel, or in the node itself, as a footer.
And yeah, it would be so useful to get a visual representation of the node operator used.

If you want to get almost the same result as Painter, you should use the same HDR image too.
From my experience, usually Painter and Marmoset get similar results, with Marmoset having just a more beautiful render.

It is difficult to understand why is getting different results in his first picture, as he is not getting any reflections in the metallic parts. But, as you can see in the picture I posted, he should actually get them if he set the shader properly.

I think the problem is that the renderer interprets the black Diffuse as full metal but your Specular map is more like a dielectric Material, though.
I'm pretty sure that Marmoset interprets black diffuse properly. Also, the provided Specular map is totally OK, with 0.4% for the black diffuse coat and brighter values for the metal parts (scratches).

Better wait to see if can share his settings before coming to any conclusion.


I just tried your maps in Marmoset, and they work as expected (I.e., I get reflection on the metallic parts):

...and these are the settings (very straight forward):

I will bump this thread.
I have come to several cases where hiding polygons would be extremely useful.
Just to make an example, I have a soldier that is wearing a flexible vest and some pouches.
As both the vest and the pouches share the same UV space, I can't separate them as two different materials, or I will have to merge the two textures into one in a separate application... which really shouldn't happen.
If reprojection is an issue, than I assume you could avoid reprojecting from hidden faces, or warning the user that some faces have been hidden amd the result may be unpredictable.


@Threiz: great result!
Now, if only the SVG node was updated... :)

That's a very good idea :)
Also, The Global Search in the library could have an option to show ONLY the graphs. I can't use it anymore as it is populated with loads of pictures used by my substances.

I thought I would bump this post as it has been a while since people requested it :)

Here a link to uservoice if you want to upvote this feature request:

Hey guys,
   Been messing with a few different materials lately and I have something that I think could be really useful. We are able to isolate and tweak the rgba channels but is there something in the pixel processor that could allow us to isolate and tweak the hue, saturation, and luminosity channels?  I think it could allow for some interesting blending and processing - especially for the procedural hand painted stuff I've been trying to accomplish lately.  Just curious.  Thanks again for the awesome work!

Hey arvinmoses... if I understod how the pixel processor will work, it should be possible with a function in the pixel processor itself.
Here a simple code I found to trasform RGB values to HSV:

From what I see it's quite simple, and it should be possible to use the math nodes that come in a function graph.

Hum, what do you mean by portable? Substance Painter is already a stand-alone package, that run on both Windows and osX.
Also, two things:
1) This forum is for Substance Designer, not Painter
2) I strongly advise against using any kind of piracy, especially when this results hurting one of the few companies (Allegorithmic) that really care about their users.

Hi there, I would like to join the discussion, as I think EArkham has a point here.

It would be great to have the chance to filter the Global Search too... or at least having an option to show graphs only in the global search.
Where I work we already have a custom made library of graphs with linked pictures, and the more our library grows, the more is difficult to make a search in it.

Please consider adding this feature request :)
Thank you!

P.S. Here the link to uservoice if you want to upvote this feature :D
Filter Library Search to show only graphs as result.

Also, It would be useful to collapse "Groups" of user inputs.
Currently, when I export a graph from Designer to Painter, all my groups/tabs are expanded, and I have to first collapse them all before understanding what's happening there :)

Substance DesignerSubstance Designer - Technical Support - Re: Updating paths
 on: February 17, 2015, 01:09:59 pm 
Hu, I just found the problem.
In my case there were some Input Color Images to which I previously dropped some test pictures from another substance.
Simply deleting the path in the "PKG Resource Path" in the Specific Parameters of the image solved the issue.
I still wish there were more options in the explorer to review missing paths though :)

Substance DesignerSubstance Designer - Technical Support - Updating paths
 on: February 17, 2015, 11:46:12 am 
Hi guys,

I'm having a problem with some instanced graphs in my current graph.
I just had to move the project in a new drive.
Now, even if I substitute every path in the current graph (and in the instanced graphs), the project will still ask me to specify the missing paths.
Is there a way to review the missing paths after having loaded the project, and fix the problem?


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