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Topics - 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.

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.

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 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 have done a complex layer setup, mainly based on fill layers and mask effects... but now I have to replicate it on the other existing texture sets of my model... is there a way to do it easily?

I am having problems to load my current project from my laptop to my desktop.
All the imported images are just completely empty/transparent (which I assume is correct as the path has changed).
But if I try to re-import them, most of the time nothing happens. Even worse, Painter crashes after a few unsuccessful imports.
Also, if I try to remove these images from the material panel, Painter eventually crashes too.

Please fix this asap. I can't imagine how studios will be able to share their files.

Hi there, I would like to know if there is a simple way to place a simple stroke.
I am looking for that kind of stroke that is present in zbrush: basically if you want to place a single alpha, you just need to click and drag. The drag operation will decide the size and the rotation of the stroke.
This is a very cool method to place strokes in a precise and fast way.

I know that there are stencils, but I don't find them as fast for what I am trying to do.
If this option is not present, please consider adding it.

Also, is there any shortcut to rotate the alpha (not the stencil), like for size/opacity?

Thank you.

Hi there,
I noticed that every time I switch to a different texture set, and then I come back to the one I was working before, Substance Painter doesn't remember which was the last selected layer (it always selects the first layer in the stack).
This is wrong IMO, because I end up to draw in the wrong layer very often, sometimes realizing it only after a long painting session.
I hope this will be fixed.

Thank you!

Substance PainterSubstance Painter - Discussions - Blur?
 on: September 04, 2014, 04:09:25 pm 
I just realized that there's no blur effect in substance painter, nor a blur tool.

I did a simple blur effect in Substance Designer, but when I apply it to a layer, all the uv seams get blurred too, as painter never add padding to the current uv (I think).
If for example I try to blur a layer applied on a cylinder, the boundaries of the caps will be faded/deleted.

Even adding a dilation filter will not really work.
Is there any workaround?

Furthermore, I think it is very important to be able to "apply" a  substance effect or a mask. I'm all for non-destructive workflow, but it might be useful to convert all the substance data into an actual layer.


Hi, I would like to copy a substance effect attributes from one to another, or even linking them.
I'm mainly talking about the same substance that is duplicated on one or more layers (or stencils).


Is it possible to design a substance effect in a way that can take as input the whole stack below the current layer?

If not, is it planned?
Thank you!

Hi there,

I already posted a long list regarding SVG improvements here, but I forgot one that could be really useful, especially when building templates.

I have been lately developing a template for making clothes based on a jeans fabric, but there is no way to apply "stitches" in a procedural fashion.
The best solution IMO would be to have access to the outline (path) of a SVG file, and being able to apply an image to it. I would be so useful for such a big variety of effects.
Eventually, the "image" along the path, should be able to both deform or just duplicate several time (no distortion).


Substance PainterSubstance Painter - Feature Requests - PSD Export
 on: August 28, 2014, 01:58:37 pm 
I noticed that the current roadmap includes "PSD Import", but strangely not export.
I would really love to see this feature,is that planned?

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