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Messages - mario.baldi

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Hey Lauzona, I still have to try to export painter maps, but I believe SP is currently designed to support the Disney PBR shader (Roughness/Metallic).
Modo doesn't support this kind of maps directly, so your best bet is to pass them to Substance Designer and convert them to the Spec/Glossy model. Then, in modo, you can assign the specular to the reflection, activate the blurry reflections, and assign the glossy to the roughness.
From what I see, the Spec/Glossy shader is in the roadmap, we just have to be patient :)

Oooops! Sorry, I just edited it :)

Hi there,
I wonder if there will be a warp tool (in both the 3d and the 2d view, for stencils and for existing layers) in the final release.

Here a video to show what I'm talking about.
Thank you!

Just wow!
I have seen the new features right now on youtube... substance masking it's exactly what I was waiting for!
I love you guys, I can't help :D

Now if only there was 4K support already available, so I could finish texturing my latest model...

That's exactly it! Strange, I watched all the Getting Started tutorials, but I forgot that you could instance functions :)
Thank you michael_11 !

Substance DesignerSubstance Designer - Discussions - Reusing Expressions
 on: June 12, 2014, 12:07:15 pm 
Hi there, I was wondering if it is possible to reuse the same expression along multiple nodes.
What I'm trying to do, is to setup the scaling/tiling of multiple textures together: every texture is connected to the relative 2D transformation node, and every 2D transformation node matrix is driven by the same expression.

Thank you!

Thanks to everyone! Can't wait to spend another weekend learning SD :)

Hi there,

I'm sure that this is covered somewhere in the documentation, but I wasn't able to find it: I see that all my output nodes in a graph/material, will become available as slots when importing the material in another one, but I don't know how to expose specific input nodes.
For example, in my new graph I would like to specify which images  affect my subgraph.

Thank you Cyrille, you're the best :)

Hum, strange, in the last image I posted I did put both point lights color to black...

No you're right: while it wasn't a problem with the point lights, the metallic/roughness shader was just quite bright because of the HDRI image.
In other words, yes the metallic/roughness is correct, while the specular/glossiness seems to be broken.

Thank you for your support!

Hi Cyrille,  thank you very much for your answer, I will check Marmoset textures color space when I'll be back at home.

Happy to know the bug will be fixed (please note that the metallic/roughness shader too has the same bug the the metallic parameter is black) :)

For now I'm using a little hack: I multiply the inverted specular map on top of the diffuse map... it's not super-correct (also because I need to remember to unplug it when exporting the textures), but it helps.

One more example:

I made a quick comparison with Marmoset.
Marmoset is on the left, Substance Designer is on the right.
There we go:

Diffuse very dark, Black Specular (CORRECT)

Diffuse very dark, White Specular (CORRECT ...more or less)

Diffuse very Bright, White Specular (WRONG)

...from what I can see, while Marmoset is conserving the energy, in Substance Designer the specular is adding on top of the diffuse... unless I have done something wrong of course :D


I forgot to specify that I'm working with the PBR Specular-Glossiness model.

Substance DesignerSubstance Designer - Discussions - Energy Conservation
 on: May 31, 2014, 04:47:06 pm 
I'm not sure if I should post this here or in the feature requests section, but it looks to me that pbr shaders in SD don't conserve energy.
This makes the whole process of creating maps a bit difficult for me, as everytime I add some color information for example, the reflection add on top of it, resulting in extremely washed out colors in viewport.
If it is there instead, please forgive me, it's only one day I'm playing with SD, but I couldn't find anything in the forum about it :)

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