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Topics - hechtCGI

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I just tried the match by mesh name option with a simple setup of high and low meshes in both painter and designer. It works flawlessly in designer but painter just gives me a black map. Since I'm using the exact same settings for both, I'm assuming it's a bug in painter.

I have a displacement map hooked up to a newly created height output and I'm using the physically_metallic_roughness iRay material with height scale set to 1.

Whenever I make changes to the map, say via a levels node, I don't see any changes on the model in the 3d view. It only shows when I manually right click and select view outputs in 3d again and set the height scale back to 1.

I'm using 5.5.1.

I wonder why the standard UV scale for fill layers is 3 and not 1?

It's an odd choice since 99% of the time you wanna start at 1.

I find myself adjusting this by hand every time i create a fill layer, which is quite tedious.

I have two questions regarding output naming:

1. How can I set the output pattern to automatically begin with the name of the main input file? At the moment each file is always named Bitmap2Material3, I therefore have to rename it by hand for every file, which is extremely tedious!

2. How can I change the output usage name of the different channels? Like turn "baseColor" into "D", so that it conforms to my workflow.

The ability to set a different export path for each material instead of just a global one would be nice!

I hope the next version fixes the reset of the selected channels you wanna export, having to re-select them anew with each export is really laborious.

Edit: Nevermind. It's already been fixed in the latest build 1.0.2, thanks Allegorithmic!

Substance DesignerSubstance Designer - Feature Requests - Shader association
 on: October 17, 2014, 03:01:08 am 
When I link to a mesh, all the materials get the relief shader assigned automatically, yet I always work with physically_based. So it would be nice if Designer could remember my selection and assign the appropriate shader for all the materials in the future accordingly.

Currently it's hard to select id material colors with the picker from the texture preview in the shelf (even if it's set to large it's quite small), so it would be nice if when you hover over the preview with the picker, it would do the same (get bigger) as if you hover over it with the mouse cursor.

The stencil tiling makes it hard to just paint through one mask without unintentionally painting across multiple ones, so an option to turn it off would be nice.

I'd welcome the ability to delete say a texture in the shelf by just selecting it and press delete.

Substance PainterSubstance Painter - Feature Requests - Adjustable AA quality
 on: October 15, 2014, 09:15:45 pm 
It would be nice if we could manually increase the quality of AA.


Since UE4 likes to have roughness and metallic maps as RGB and not grayscale .tga files, how can I change the material color blend roughness and metallic values to be color rather than grayscale? With the standard setup right now, I always have to redo this step in Photoshop.


Substance DesignerSubstance Designer - Showcase - C-3PO head
 on: May 31, 2014, 04:10:57 am 
Hey there!

The YEBIS 2 implementation is such a treat, congrats and thanks for providing it without any additional costs! I can't wait to see what the future brings for the substance suitein general, exciting times ahead for sure!

To get up to speed with the new viewport I created this head of C-3PO, hope you enjoy! If I find the time, I'd love to finish the rest of him someday.

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