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Messages - Maya Gameworks 0

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I wanna use bent normal maps for better occlusion computation but they are worthless for cases when you've painted your normal maps onto an object in Substance Painter. Is there a way to bake normal maps from an object that has a normal map and an occlusion map on it?

I am quite bewildered that I have not received a single answer to this thread. I remember times when SP developers were actually active on forums. Oh well...

Noone cares about this stuff?

Um... To be honest, I cannot believe Unity beat you to this...

Maybe I am wrong and this already exists in SP/SD? If not, do you plan on adding it, cuz it looks badass?

Substance PainterSubstance Painter - Discussions - Re: Modular pavement?
 on: November 18, 2017, 08:06:45 am 
One more thing to keep in mind: because I was building my models before I knew how to use Tri-planar with modular stuff, I made the UV layouts that spread across the entire UV region (from 0,0 to 256,256). This is not nessesary. You are deciding where the texture would tile when you are picking the scale/offset values.

Substance PainterSubstance Painter - Discussions - Re: Modular pavement?
 on: November 17, 2017, 09:20:53 pm 
Here is my pavement setup:

As you can see my pavement consists out of square-ish parts, which are enlarged clones of a single "x1" part, as well as out of unique corners, that connect the parts. Each part is a separate mesh with a separate material applied. This will translate into separate texture sets when imported into Substance Painter.

Here is the UV map of a single x1/x3/x6 part (they all share the same UV map):

After loading the scene into SP it is immediately noticeable how UV projection will work with different Texture sets:

Now this is how we can make Tri-planar projection work with modular assets:
1. I am applying the colored tiling texture onto a "x6" mesh (Texture set) with a "Fill" layer. Be sure to choose "Nearest" filtering during this stage, instead of "Bilinear HQ".
2. I then choose "tri-planar UV projection" and start picking the scale/offset values in such a way that my texture tiles on the X axis.

IMPORTANT! I've made a slight mistake in my workflow. Because the model is x6, I should have been picking the scaling values untill the texture is tiled 6 times from the left side to the right (instead of 1 as I did). This way every other model would have had proper tiling (x1 and x3 respectively) and would have tiled with itself. As of what I did, the models would not tile with themselves, and that is why all the future screenshots don't have any visible tiling. Just keep this in mind.

Now I can use the fill layer I created to add any type of tiled material on ANY texture set and receive the following benefits:

1. When copying the layers from one Texture set onto another, there is no need to tweak the fill layer any more. The material(s) is perfectly tiled automatically:

You might ask: "why would I care that there is no need to tweak fill layers?". Welp, it's for two reasons:
a) I don't know about you, but my layers stacks are huge and tweaking each fill layer when I copy the materials across is a pain in the arse. Tweaking 10 layers each time? Better kill me.
b) You don't need to tweak the complicated areas too like this one:

Now if you were attentive, you might have spotted the second benefit of using the Tri-planar projection, which is:

2. You can texture across any type of UV layout /mesh complexity and the texture will still be consistent:

So yeah, to answer your question on "why this is important", I'll put it like this: it's faster. Like MUCH faster.

Substance PainterSubstance Painter - Discussions - Re: Modular pavement?
 on: November 17, 2017, 07:06:27 pm 
Ok, will work on that, stay tuned cuz this IS the better workflow. Even for the cases when you have a very simple mesh and UV layout to work with.

Substance PainterSubstance Painter - Discussions - Re: Modular pavement?
 on: November 17, 2017, 02:25:54 pm 
Uuuukay. Going full circle I was able to figure out how to use Tri-planar UV mapping with modular objects. U need this:

It's a link to a Google search for a picture of numbered, colored squares. These pics are usually used for UV layour phase, to make sure that every UV island is occupying a proportional part of the total UV map. In SP u can use these textures to actually find the scale numbers I was talking about in my second post. Basically just fiddle with the scale values and offsets untill the texture tiles across the entire object from one end of the texture to the other. Once you've found the numbers, you can then inject the fill layer with these numbers into any other modular Texture Set and it will automatically tile the texture for you across the two texture sets (provided the material you are using is tileable). You also get all the standard benefits of the tri-planar projection.

Again, this is obviously no magic for the SP team to implement the system that would autmatically find the correct numbers for you, but, oh well, I guess they don't care about such workflows.

Substance PainterSubstance Painter - Discussions - Re: Modular pavement?
 on: November 15, 2017, 08:46:39 am 
Another tip for people trying to make modular things:

If u want to rotate a tiled texture 45 degrees and keep it tiled, you need to scale it down first to a number "1.4142" (both x and y). "Hey", you might say, "It is still perfectly tiled after I rotate it 45 degrees!". To this I say: "Not when you attach it to another modular part! It has a visible seam unless it is scaled down".

Yeah, this number only applies if you are texturing a square polygon that fills the entire UV space (from 0,0 to 256,256). Doesn't sound useful? Texture the polygon, then export all the maps from SP and save it as a new material in SD aaaand u have a seamles 45 degree texture.

Substance PainterSubstance Painter - Discussions - Re: Modular pavement?
 on: November 12, 2017, 08:54:59 am 
Uukay, completely ignore my previous post. My recent findings show that the number "3" for the scale value is not the same for every model, moreover, it is completely unclear how that number actually is computed. The Painter's documentation is also incredibly worthless in this area. So you can (in theory) pick the number required for the texture to mimic UV projection scale with tri-planar projection, but in practice it is an immense pain in the butt. Once again it is evident that an amazing (and, for me, game-defining) feature of Substance Painter is mostly wasted due to lack of support and documentation.

It would ofcourse be great to hear from the Allegorithmic team on this issue, but, considering they were ignoring this thread from its very start, I do not think that would ever happen.

For those reading and concerned, I did actually do a bit of research on the forum on the modular assets topic and I can assertively state that there is very little trully useful info about it. It's either boring atlases with clear visible tilingor some amature-grade solutions.

In my case, I am now stuck with UV projection and it works cuz my models are pretty simple so far (pavement/sidewalk), but I have no fucken clue what I would do when the models get more complex. I guess I will spend my days picking the lock to the tri-planar vault.

Um... I have no idea what Jeremie was trying to say, but the proposed solution on the screenshots looks fucken RAD. This HAS to happen. I can't think about any misunderstanding there.

Oh wait I can: folders don't have those menues and folders should be tweakable too. Don't think there is much trouble adding such menues to the folders though.

Hey I would love to have an aswer for this. I am at a complete loss: sometimes this glitch happens and sometimes not, I don't know how to avoid it!

Substance PainterSubstance Painter - Discussions - Re: Modular pavement?
 on: November 07, 2017, 08:15:02 pm 
Ok, I've just identified that using the Tri-planar projection you can tile textures in exactly the same way as with UV-Projections (the connection areas should be exactly at the borders of the UV layout zone on mirrored sides) as long as the "UV scale" parameter for the tileable axis is set to something that can be divided by 3 (e.g.: 3, 6, 9, 12, 15, 18...). Moreover, with these setting it tiles exactly like UV projection tiles with values that are 3 times less (e. g. if Tri-planar is set to "12" it would equal to "4" UV projection).

This way you can easily texture a complex object with a non-trivial UV layout and still have it tile with itself:

With every update SP is becoming more and more of a coding language (in a very positive way) with "Anchor points" being a huge leap in that direction. As a person who is trying to make the best use of SP's coding side (mainly reusability, abstraction and encapsulation) I am longing for comments for my layers/folders more and more. This is how I see it:
1. User can add comments to layers/folders, which would only be visible if player clicks on the specific interface (the attachment nodes' [fill layers/generators] interface would perfectly work)
2. If the layer or folder has a comment attached, it receives an always-visible mark that identifies that it has a comment (if the layer is hidden inside a folded folder - the mark is not visible).

Any chance to have this? I want to have an Ambient Occlusion channel for every texture set once I create a new Unity project. I do believe this would be a nice convenience feature.

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