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Messages - mario.baldi

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If I'm correct, i believe this is not possible, unless you're going to implement your own custom shader.
The theory behind PBR materials (at least the one used by game engines), is that you don't really specify a fresnel curve: basically it is the specular value that drives two hard-coded fresnel equations.
For example, Marmoset is setup this way:
  • When specular = 0 then the fresnel curve is the one of a rubber material
  • When specular = 1 then the fresnel curve is the one of a chrome material
Intermediate values are interpolated I assume.

It has been said many times in the forums that 4K will be in for the first official release... which is supposed to be out on October the 15th :)

Hi there,
I noticed that every time I switch to a different texture set, and then I come back to the one I was working before, Substance Painter doesn't remember which was the last selected layer (it always selects the first layer in the stack).
This is wrong IMO, because I end up to draw in the wrong layer very often, sometimes realizing it only after a long painting session.
I hope this will be fixed.

Thank you!

Oh I would like to know that too.
In the meanwhile I'm using the Bitmap2Materials Light.

Substance PainterSubstance Painter - Feature Requests - Re: Text Tool
 on: September 10, 2014, 08:55:00 pm 
@mario.baldi: to duplicate a layer select it and use "CTRL+D" shortcut, or click on the pen (edit layer) icon in the layer window and select "Duplicate".
To invert a layer, you can use a "Substance effect": select the layer and click on the "Add effect" icon in the layer window. Then select "Level", and click on "Invert". I agree we still have some work to do to improve the UI  :D

Hi Gaetan, thank you for your reply.
I honestly missed how to duplicate a layer :)

About "Invert" instead, I knew I could have added a "Level" effect (or build a substance in Designer that does only that), but what I'm talking about is mainly about manipulating the pixel in a layer in a destructive way.

It's great that SP allows a non-destructive workflow, but sometimes (especially when painting) you need to "rasterize" the result.
What if I wanted to invert only a portion of a specific layer for example?
Also, I suppose that picking a color on a layer with an "Invert" effect on top of it will give you the inverted color... but if I want to paint on the original layer the sampled color will be wrong.

At the same time, there should be a way to convert a Substance Effect to actual pixels in the current layer to "rasterize" the effect.

Hope that makes sense :)

Congrats guys, very well deserved!

Substance PainterSubstance Painter - Feature Requests - Re: Text Tool
 on: September 05, 2014, 05:07:16 pm 
I admit that I was a bit surprised this morning when I received an email confirming that Substance Painter 1.0 will be out in October. Don't get me wrong, it is an amazing application with incredible potential, but there are almost zero 2d tools: text, vector tools (this one it's a biggie), clone, blur&smudge. You can't duplicate a layer, you can't invert the content of a layer with a simple command, you can't merge a layer, you can't flatten all the substances applied to a layer...
I know that a lot of this stuff is planned, but is it coming after the 1.0 release?

Substance PainterSubstance Painter - Feature Requests - Re: Export file naming.
 on: September 05, 2014, 10:13:06 am 
Yeah I would like to see the same.
There is a lot of work to do on the export side, in my opinion.
I have been stress-testing Painter lately to see if it can fit in the pipeline where I work.
These have been my main concerns so far:
  • I can't just re-export maps with the same prefix name... Everytime I try to do so, if a previous folder with that prefix already exists, SP will try to save inside that folder.
    I.E. If I will export a channel with the prefix "myimage", and a folder like that is already existing, it will be saved inside "myimage/myimage".
    This not only generates entropy, but makes more difficult to use external applications that use hot reloading of textures.
  • There is no way to specify how to assemble the various channels. As there are many engines with different specifics and needs, it would be great to not be forced to pass to photoshop just to put together "roughness, metal and height" (just to make an example).
  • There is no PSD exporter (in the roadmap it's specified that an importer will arrive at a later date, but there aren't any info about an exporter).
    SP could export it's stack to photoshop with 100% fidelity (well, except substance effects, which should be flattened in the layer), and this is really required IMO.

Substance PainterSubstance Painter - Discussions - Blur?
 on: September 04, 2014, 04:09:25 pm 
I just realized that there's no blur effect in substance painter, nor a blur tool.

I did a simple blur effect in Substance Designer, but when I apply it to a layer, all the uv seams get blurred too, as painter never add padding to the current uv (I think).
If for example I try to blur a layer applied on a cylinder, the boundaries of the caps will be faded/deleted.

Even adding a dilation filter will not really work.
Is there any workaround?

Furthermore, I think it is very important to be able to "apply" a  substance effect or a mask. I'm all for non-destructive workflow, but it might be useful to convert all the substance data into an actual layer.


Hi, I would like to copy a substance effect attributes from one to another, or even linking them.
I'm mainly talking about the same substance that is duplicated on one or more layers (or stencils).


Is it possible to design a substance effect in a way that can take as input the whole stack below the current layer?

If not, is it planned?
Thank you!

Substance DesignerSubstance Designer - Discussions - Re: About tiling
 on: September 03, 2014, 05:59:12 pm 
Thanks, yeah, I basically want seamless edges with different content per tile (of same substance). The image you've shown is pretty much it, but it doesn't cover the continuity of details. For exemple, you can see a trace fade from a tile, and the detail is discontinued on the next tile. Maybe it's just a design matter, I'm thinking, something like an algorithm based on the position of the tile to decide where to put the details around the edge for continuity. I don't know if that's possible though. Maybe it's just possible with some texturing constraints.

Well at least I have somewhere to start :), I wasn't sure, I'm a bit new to texturing

In the case of the image, it could be made for the details to be continuous. I didn't make that example, so I'm not exactly sure the requirements that were needed. However, it shows a workflow with Substance to setup tileable sections in a texture for modular meshes. I have been wanted to create a tutorial on this type of workflow.



Yes please! :)

Hi there,

I already posted a long list regarding SVG improvements here, but I forgot one that could be really useful, especially when building templates.

I have been lately developing a template for making clothes based on a jeans fabric, but there is no way to apply "stitches" in a procedural fashion.
The best solution IMO would be to have access to the outline (path) of a SVG file, and being able to apply an image to it. I would be so useful for such a big variety of effects.
Eventually, the "image" along the path, should be able to both deform or just duplicate several time (no distortion).


Hi there, I updated the stroke script.

It is a modified version of the Dilation filter that you can find here.

It contains "dilation_grayscale", similar to Expand Selection in Photoshop, and "stroke_grayscale".
It is slow, but the edges are uber clean.

In the case of the stroke effect, I need to modify it to accept real pixels... currently the radius value is actually doubled.


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