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Messages - hechtCGI

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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.

I just tested the tile generator with version 4.5.1 and it unfortunately still has the issue with the thin black seam. Will this be fixed in a future update?

Okay I'll export as .png then, thanks a lot!


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 - Re: C-3PO head
 on: June 02, 2014, 08:49:13 pm 
Thanks guys!

Substance DesignerSubstance Designer - Showcase - Re: C-3PO head
 on: June 01, 2014, 09:57:27 pm 
Sure, here's the graph:

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.

Thanks for the info! I'm wondering though, how would a proper setup for an emissive effect in the viewport look like? If I do it the way I described in my last post I don't get a real glow effect, how can I get the brightness value over 255 or 1 so that glare effects it?

SD 4.3 will have an updated PBR shader with emissive output support.



I try to get emissive working with the PBR shader in the latest release (4.3.0) but with no luck yet, only the relief shader seems to support an emissive output at the moment. Maybe I have missed a step or is it just not implemented yet?

I created a new substance with the PBR (metallic/roughness) preset and added an emissive output manually. Piped in my emissive texture and added a glow filter. Anything else needed for this to work?

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