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Topics - 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?

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?

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.

I've got a simple flat roof model (6 polygons) flat as a plate and here is how they look in SP:

Note: I tweaked brightness and contrast of the screenshot to make the problem more apparent.

This glitch results in quite a visible seam when textured (even with Tri-planar node):

Would love to know what causes this issue. Model is attached to this post.

After the "export mesh" feature was introduced, I started using non-triangulated meshes in my SP projects for obvious reasons. Some import correctly, however, I encountered a model that always gets triangulated nomatter what I do (same export parameters for blender, same ".obj" file type).

The mesh is attached below.

Substance PainterSubstance Painter - Discussions - Modular pavement?
 on: November 03, 2017, 07:58:14 am 
I am trying to create a number of meshes, which can be connected together in a level editor in a seamles way. I am pretty sure everyone here knows what "modular" means. Can anyone give me an indea on how to implement it in Painter? I am at a complete loss: I have absolutely no clue how to texture every piece in such a way that it can connect to other pieces in a seamless way, I can think of a way of having one side connectable, but both sides, 4 sides - I have no idea. Any suggestions?

Basically I need HQ normals for my bricks (black and white maps), generated with SP's tiler. I tried using height maps, but they produce waay too blurred of a result, therefore I switched to sobel normal filter. However, there is a problem, to tuly achieve HQ normal maps for bricks i am forced to create a small (say 30x96) brick map, insert it into the sobel node and THEN tile the entire layer with tiling options. I cannot, for instance, tile my black and white brick map, insert the map into the sobel node and receive the same result.

This does not sound as a big deal until anchor points come into play. The same brick map then has to be manualy tiled once I need to use them as a random dirt map or simply as an Ambient Occlusion map. This way, when I then need to change my tiling options, I need to change them across multiple layers over the entire project.

Is there any way to achieve an HQ normal map without tiling the sobel map? Please don't suggest changing the project's resolution - I work in 2k and switching to 4k is a nightmare performance-wise.

Right now I can copy a complete mask with all of it's effects (layers) onto a different mask and esentially override all of the contents of the recipient mask. Please allow us to copy a single layer from a mask (or sublayers from standard layers) and paste them into a mask with many existing layers, without damaging the latter.

Can you add more options to the tri-planar UV projection system. I am talking about the one that is part of SP, not the node that you can add from SD. It would be nice to see the same options that exist in SD, like weights of each plane, etc. The current "Hardness" slider has never been useful for me.

Quite often I find myself in a situation when I have created an elaborate mask for my folder and then I realize that it would be great if I could use the very same mask (yet not just the static copy of it) in some other place with some other parameters. In those cases I dream about anchor points for masks. I personally ONLY use b&w anchor maps so I would LOVE to see anchor points for masks also because masks' blending options work better (or should I say they just work as opposed to some of them completely not working on colored layers) as well as they have a much better b&w color picking slider (instead of the painful 10-click color picking cube for the colored layers). Any chance to see them in future updates?

SP has a great feature of keeping the mouse position on a specific 3d point of the model when you scale back the viewport. It is extremely useful when you need to draw a very precise yet an extremely long line across the entire mode. The problem is, you can only scale the viewport using your mouse which can sometimes result in the mouse's displacement. Any chance you can add keyboard shortcuts for scaling?

What I am trying to do is a tool for Painter that would create a smooth corner (either left, right, top or bottom) normal map on one of the sides of the selection region and would require the user to only specify (select) the region, where the corner should be.

Now I have a few starting steps already prepared: I know how to create an inner stroke for the selected region and I have a normal map for each of the corners, however, what I need is some way to position the normal map at the leftmost (or rightmost/topmost/bottomost) point of the selected region and then stretch it (horizontaly or vertically) to the other limiting point of the inner stroke.

I really hope my explanation did not confuse you, cuz all I really need is some way to identify the leftmost non-black pixel in Substance Designer, would be glad to hear any suggestions.

Substance DesignerSubstance Designer - Discussions - Expose blending modes
 on: August 12, 2017, 04:58:22 pm 
"You can parameterize your Substances, giving the Substance Engine direct, real-time access to elements such as HSL values, randomization, blending modes"

That's a quote from the documentation:

Welp, I tried exposing blending modes and failed miserably. Any chance I can do it?

Would really love to see a gui for texture positioning, that is scaling and moving it inside any fill layer. As a perfect example I would love to see the gui work like positioning/scaling objects in blender: push a button to activate scale or translation mode, move the mouse to scale or translate the fill texture, hold shift for extra precision.

The default numbers are an infuriating way of positioning textures, I really believe this feature is a MUST and I am pretty sure it's not too hard to implement.

Edit: one more thing: it would be great to see a button that copies all the parameters of a given texture (scale/offset) and another button that pastes them (on some other texture in a different layer, for instance or inside a mask).

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