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Messages - mario.baldi

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Substance PainterSubstance Painter - Feature Requests - Trail Brush
 on: November 05, 2014, 01:27:24 pm 
I think it would be nice to have a "trail Brush".
I saw that at allegorithmic.uservoice the user madsergorc requested something similar, but just to be sure to not be confused, the brush should have both these options:
  • rotate the alpha according to stroke direction, repeating it according to the Spacing option.
  • Trail Brush: deform a tileable alpha along the path.
    This alpha shoud also be:
    • or Stretched along the path
    • or Repeated whenever the path reaches the brush size
    It should also include the option to add a start and end alpha, to get shapes like arrows, and so on.

Hi there! I just had some ideas for B2M. Maybe some of them are already available, not sure.

I think it would be great to generate "equalized" diffuse and height images to be used in Substance Painter (or Designer).
I will try to explain what I mean.
I currently need to paint some very lowpoly models, without having a hires source.

For this reason, what I am doing, is to find some good images that can be a good starting point to build a library of materials, to later paint these with the Projection Tool in Substance Painter.

These images first have to pass from B2M to create all the necessary outputs... but to properly build a library of highly reusable textures, I first go in photoshop and equalize the image doing the following:
- Remove the dominant color from the texture, meaning that the result will be highly desaturated, but not grayscale.
The resulting image, if reapplied with Linear Light on top of the original dominant color, will be the same (more or less).
- Being sure that the overall color is a gray [0.5, 0.5, 0.5]. Again, this is to ensure that the texture can blend nicely with whatever color I will decide to use, without brightening or darkening the result. This will also help generating height files in B2M that are homogeneous.

When this image has been processed this way, I go to B2M, generate the images, then run Designer, build a PBR metal/roughness substance, and import it back to Painter.

Now, wouldn't be cool if B2M could have the option to:
  • Remove a color from a texture
  • Equalize the texture in a way that the overall brightness is 50%, in both the baseColor and the Height maps
  • Export the maps directly to a substance

Hope that makes sense.

There we go!
Apply it as a substance effect to a layer, and export the result ;)
Pre-Blur and Post-Blur will help with the noise, but don't use values above 0.25.

You can easily convert a normal map to a curvature map in photoshop.

Here the steps I use:
1) Duplicate your normal map twice.
2) Rename the 2 layers, one will be "R" and the other "G". This is not really needed, but it helps to not get confused :)
3) For each layer, go to Image>Apply Image. Be sure that the "Layer:" option is set to "Merged. In the "Channel:" option select "Red" or "Green", according to the layer's name.
4) You now have to apply the Filter>Stylize>Emboss filter to both layers, with the following settings.
Angle: must be set according to the current layer. If it is the "R" layer then its value must be 0, if it is "G" then it should be 90.
Height: use a low value. I usually select a value of 3.
5) Use the blend mode "Overlay" or "Linear Light" on the level on top.

Note that from this map you can eventually extract only the bright parts or the dark parts, just applying "Levels", with the dark or the bright point set to 128.
Hope that helps

Btw, nevermind, I will make a free substance for you as soon as I arrive at work :)

Substance PainterSubstance Painter - Showcase - Re: Skeleton Warrior
 on: October 28, 2014, 09:38:43 pm 
Thanks guys!
To answer to Jeremie, it is 3 Texture Sets: Head / Body / Cape

And yeah, it's 90% Painter and 10% Designer (no photoshop, except to create some ID color masks.... I wish I had vector tools in SP :) )

Substance PainterSubstance Painter - Showcase - Skeleton Warrior
 on: October 28, 2014, 06:45:51 pm 
Here the last update on this model of mine.
It's not finished yet, as I want to better amalgamate some materials, and add minor leaks and details.
I am amazed by the speed of Substance Painter's workflow: everything you see has been done in a couple of days of work.

Substance PainterSubstance Painter - Feature Requests - Re: Some features
 on: October 28, 2014, 02:37:59 pm 
I agree with basically everything you said. These are more or less my exact first reactions while using SP.
The only thing I didn't understood though, is about the blending modes.
Layers already have a comprehensive list of them.
Unless you are talking about Brush blend modes, about which I agree again :)

Currently there is no way to assign a substance effect to a set of layers, so it would be good to be able to attach it to a Group.
Just to make an example, I feel a bit limited about not being able to use "Levels" on several layers at once.


Hi there,
I was wondering if there is an easy way to load an existing layer mask or a bitmap as quick mask.

Thanks you!

I wanted to add my experience with Substance Painter 1.0, as I had the chance to use it on 3 different computer.
Two of these are mine:
- a laptop with an i7-2670QM, 12 GB of ram, and nVidia 550M 3GB.
- my new desktop: i7 5930k, 16GB ddr4, nVidia gtx 980.

The third computer in the list is the one I use at work, as I convinced my bosses to buy some licenses of the pro suite.
- I don't remember the specs exactly, but it should have 8GB ram and one nVidia gtx 670 2GB.

Now, sadly I have to say that painting in 4K is slow even on my desktop, which I believe has quite high specs. But it looks to work OK in 2K.
On both my laptop and my work configuration instead, not only it is impossible to work in 4K, but working in 2K may be very very slow. Even the Cymourai scene, that has only fill layers and masks, it's quite demanding.

I know that eventually all the lag will be fixed in the next update (which I hope will be out very soon), but I can't stress enough about how important is to deliver better performances: my work configuration for example may not be last gen, but I assure you guys that in a studio that has to maintain several computers, it's not that uncommon to have lower specs than a gamer can have at home.


Hi mrwyatt, Jeremie already answered here:,2899.0.html

Short version: it's coming, we just need to be patient :)

I don't know how to solve this problem: I just opened a recent project, but now some parts of my mesh that were previously assigned to the same Texture Set, are now split in a new set that I can't even select.

Note that originally there was only one texture set.

Now I have 2 texture sets and both have the name "DefaultMaterial", but only one is editable.

I have to say that this is a bit frustrating, and I hope there is a way to solve it... or eventually a way to re-download the beta 12.


I was just going to post the same request.
A simple thing like this speed up the painting of masks of 10000%.

To be able to use it on a mask, you have to set your input image name as "input", and your output image as "output".
Here the blurHQ filter from Designer, modified to be used in Painter.

Sadly Painter has a big limit: there is no uv padding, so applying a blur will result in evident seams.
Also, Blur effects are so SLOW... I wonder if there will be made optimizations to substances to make them faster.

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