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Messages - mario.baldi

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Substance DesignerSubstance Designer - Discussions - Sbsar icons
 on: June 27, 2014, 02:00:19 pm 
Hi there,

I have problems publishing a substance with an icon.
I tried to use both a png and a tif as icon, but, while I can see the .sbs in the library with the chosen icon picture, the .sbsar doesn't show any thumbnail.
Is there something I'm doing wrong?
Thank you for your help!

There we go, give it a try:
Import this substance into Painter, and then add it to your fill layer as effect

EDIT: I reuploaded the zip file: I forgot to setup the substance to "Relative to parent" :)

I had the same problem, and I solved it passing trough Substance Designer,chaining the bump with a 2DTransform node, and re-importing the image as a substance.
But I do strongly agree that there should be the chance to add a transform node to everything in SP (like stencils, images, effects, etc.) that I'm thinking about it, maybe I can just make a substance and apply it as effect to the fill layer, let me give it a try! :D

I think Matthias stated quite clearly that he would like to use SD for offline renderers (no game engines).
Both of you are right when saying that SD is an amazing tool for games texturing :)

If you work in VFX, sometimes you need extreme resolutions (think about giant characters like Godzilla, where the director may ask at any moment to make a close-up).
Maybe 16K or 32K is not the solution (I mean using one single image), but UDIM or PTex will do the job too.
Both are in the Substance Painter roadmap, I hope they will be included in Designer too.

Substance PainterSubstance Painter - Discussions - Re: ID mask
 on: June 26, 2014, 10:13:15 am 
I'm not sure which kind of workflow would privilege the use of color masks: as Substance Painter works with layers, makes more sense to me to use greyscale masks instead of ID masks.
From what I can understand so far, SP approach would be to layer down single layers of material (with fill layers) and mask them with a b/n mask.
But I could have misunderstood what you mean, so please feel free to make an example of how you would use it.
Anyway, in case you want to just assign an ID mask to the current layer mask, I believe it is possible to quickly create a substance effect trough Substance Designer :)

EDIT: actually, SP already has a mask by ID effect.
It is called "ID selector", and it is inside the Effects Tab.

Thank you Cyrille!
I really appreciated your help :)

Yep, I was thinking about something of the like, but it would cool if there was just a setting on the brush to be activated on the fly.

Cheers :)

Hi Cyrille, I gave the Disney model a lecture.
So, from what I understand, dielectric materials have b/n specular, with a fixed value to 0.04, and metal have black diffuse with colored specular (or in other words, the specular is stored in the albedo).
So I can see why it could be a problem to convert from this one to the spec/gloss model.
I also have a question to see if I understood correctly: I found that a rust material in this chart has a colored specular. But usually the rust is considered to be dielectric, and without that colored specular, in the metalness model there is a loss of saturation.
Am I correct or I am missing something important?

Hi there,

I was wondering if there is an easy way to lay down a material only on peaks (or valleys).

Thank you for your explanation, I didn't know about it.
Honestly I am not very fond with PBR materials using the Metal/Roughness model, as I am used to the Spec/Gloss one. Time to study the Disney model i suppose :)

I suppose that for the same reason would be difficult to support the Spec/Gloss model (in the brush properties) inside of Substance Painter.

I am trying to convert a spec/gloss material to the metal/roughness model, as I want to convert a Megascan from Quixel to a substance to be used in painter.
So far I was able to find the opposite node only (MR -> SG), is SG->MR somewhere?

Hi there,
a simple question: I noticed that SD implements many blending modes, but not as many as Photoshop does.

Is there a plan to include the missing ones?
Thanks :)

Ok, I made a test, and actually SP exports all the maps you need (including a specular map).
In modo, just plug the specular map to the Reflection slot, activate Blurry Reflections, and then plug the roughness map to the Roughness slot.
If you want you can plug the specular map to the Specular Color too, but I never use that slot in any shader, as it is not "physical".

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