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Messages - mario.baldi

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Yes you can do that, but you will have to know how to setup modo's material.
It all depends how which maps you will use (specular/gloss or metal/rough): both are possible, but I suggest to export specular/glossiness maps to be used in modo.

After that, just setup the modo's material this way:
1) You can set the specular to zero, and let the reflection doing everything.
2) Activate Blurred reflections, and set the rays to a big amount, like 512 or 1024.
3) leave the fresnel amount to 100%
4) feed the specular map in the reflection channel

Hope that helps :)

Substance PainterSubstance Painter - Technical Support - UV reprojection
 on: November 28, 2014, 03:51:21 pm 
Hi there,

I know that Painter recalculates all the painted layers every time I re-import the mesh, which is great :)
The problem I have, is actually the opposite: is there a way to not reproject the painted data?
What i am trying to do, for example, is importing variants of a base mesh, let's say a naked model, that differs in proportions, but not in UV and vertex ID.
So, what if I want to reuse the painted data I did on a slim guy to a heavy one? Is there a way?


Fonts are technically vector image sheets as far as i know, and substance can read vector images. A way to make textfields in the svg node, and type in there (with specific fonts) would be very welcome. With instanced materials for walls/doors you could do different text and symbols on it that way.

Exactly my request here :D

+1 for a Text node.
Eventually, instead of being a new node, could be part of the SVG node.
Also, text properties should be exposed.

Substance DesignerSubstance Designer - Discussions - Re: From PBR to PBS
 on: November 18, 2014, 05:58:36 pm 
Hum, aren't they the same thing?  ???

What are you trying to do exactly? Are you confusing it with metal/roughness and specular/glossiness PBR?

I am happy to see that many of us want the same thing and I agree with you.
The only problem is that everyone of us call this tool in a different way, so we continue to make duplicated posts :D,3088.0.html,3200.0.html

I up-voted this one in uservoice, which is a more generic feature request:

Absolutely yes.
This is one of my number one requests.
Specifically, I really need a "Trail brush", that not only align the brush along the stroke, but eventually deforms it too.
Trying to make stitches in SP with stencils is currently an exercise of patience :)

Please see the attached video for reference.

From what I have seen, you can save your settings as a preset.
Sadly you will have to reload your source map(s).

The Presets button in the Top/Right corner.

Thank you Jeremie, I ended up trying 2 different solutions.

One is a function that converts pixel units to the proper offset values, and the other is to add a "precision" slider that does what you said.

I like the solution with pixels better, but probably that is going to give me some problems if I then decide to switch resolution in SPainter.

You can also create materials in Painter. So if you export the outputs from B2M into Painter, then you can add these outputs to the appropriate channels on a material and save that material as a preset.

Oh nice, I didn't think about that. Thank you Wes!

Hehehe, at half past midnight I am sure many were sleeping already :D (just kidding)
I will try to reply at my best:
1) There is currently no Phong/Blinn shader, but I think it will be added soon. Also, considering how great their support is , I wouldn't be surprised if someone from allegorithmic will attach it here while we are waiting for an official release
2) To import photoshop and zbrush brushes, you will have to manually convert them in a format Painter can understand, like tga, png, etc.
3) That is something that baffled me too. You will have to use Substance Designer to manually import B2M images and assigning them to the right slots. You will later be able to export them as a single substance. I did a request here to ask for direct substance export from B2M3, you can upvote it if you want.

Substance Painter is a very young application, and there are still many things that are missing. But the core is there and Allegorithmic is moving very fast IMO. The purchase was a no-brainer for me.

Hi there,

I just made a substance to apply a flat shadow to SPainter layers, but I am having great difficulties placing it in a different position than the source, as an offset value of 0.01 is waaaaay too much.
I would need a precision of at least 3 digits, but with 4K maps probably 5 or 6 digits would be better.

Also, it would really, really be great to have a Move tool in Substance Painter, that allows you to set float2 (offset) values visually, instead of guessing the position manually.


Substance PainterSubstance Painter - Discussions - Re: Zbrush to Substance?
 on: November 12, 2014, 10:40:50 am 
In theory, if your final output will be the decimated version, you need UVs on the decimated version only.
There are several ways instead to convert your zbrush polypaint data into a "diffuse map" to be used as a base.
One of these for example could be:
1) Decimate the current hires
2) Create UVs for the decimated version.
3) Subdivide the decimated version to ensure it has enough polygons to receive polypaint.
4) Transfer the polypaint from the hires to the decimated version
5) Create the Diffuse map from polypaint. The option *should* be under the Texture tab in the Tool menu.

Please forgive me if some of these steps are not totally correct, as I don't have zbrush with me at the moment.
But yes, once you have converted the polypaint to a texture map, you can feed it to both Substance Designer and Painter.

Cheers :)

Substance PainterSubstance Painter - Discussions - Re: Zbrush to Substance?
 on: November 12, 2014, 09:39:45 am 
Indeed SPainter is currently more suited for lowpoly, where you bake all your "mesh data" maps (like normal, ambient occlusion etc.) from a hires model.
But you can still work on the source model (i.e. the highpoly), assuming you provide the right maps.
I doubt that SPainter can handle millions of polygons, but it might work on a decimated model.
Said that, what you really need to paint in SP is:
1) Be sure that your model has UVs.
2) Bake the necessary maps to apply effects in SPainter.

The 2nd step can be done in Substance Designer, and yes, you will need to bake the normal maps from the original hipoly if you decide to use the decimated version.
The maps you will need to bake from a hires mesh are:
1) Tangent Normal Map
2) Ambient Occlusion

Then, from these 2 maps, you will be able to extract:
3) Curvature
4) World Space Normal Map

And finally, you will not need anything more than your decimated mesh to bake:
5) Position map.

I hope that will help you a little. Sorry if I can't be more specific, but the whole baking process it's an art in itself.
If you don't know where to start, there is a good explanation about normal maps here:

Nice, thank you guys!!!
Just one note Wes, would it be possible to make this thread sticky?


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