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Messages - Robbie Laliberte 0

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Content - Substance Source - Fine leather goods
 on: November 21, 2019, 03:22:29 pm 
Some "pull ups" with less grain and a smoother finish, some oiled leathers.  Not everything is about car interiors, and most of the leather's done so far are not appropriate when applied to shoes or other fine leather goods which tend to not show much grain at all, and have a mellower gloss or high shine.

Horween makes many fine examples.

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This sounds great, I have the two models... now what? I don't follow how I'm supposed to do that.

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Substance DesignerSubstance Designer - Discussions - Re: Suede
 on: September 13, 2016, 01:54:31 am 
So... maybe I'm overthinking it?

I need high detail, this is not for a gaming platform, more the hobbyist 3D art market.

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I wouldn't call it closed.

It's been integrated into a lot of rendering platforms. I don't know if its made its way into any game engines yet, but 3D artists are rendering with it on a variety of platforms.

I'm pretty sure Iray Real Time is a new development and its probably aimed at the gaming space. So you can probably expect to see it showing up there in the not too distant future.

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Seeing as how the technology belongs to Nvidia, I don't know how anyone from Allegorithmic could really make an honest reply.

I think you'd have to ask Nvidia what the future holds for Iray and MDL.

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Substance DesignerSubstance Designer - Discussions - Suede
 on: September 11, 2016, 11:01:16 pm 
Anyone got tips for creating a nice suede?

I am new to procedural shading (well... that's not entirely true, but I've never been very good at the creation part) and trying to really get my hands dirty.

I'm starting from a fractal sum base and gradient map built from a photo, but it's obviously just not enough.  I need more directionality, more shag and needs to be softer.  So far, nothing I have tried working in is getting me where I need to go.

Any thoughts, pointers or tips would be appreciated!

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What is your eventual rendering software?

I know you said "for iray", but I am guessing there is a front end.

I would hazard a guess that you are going to need a mask to block the translucency. How you apply that mask is going to depend on the software.

I know iray some, but most of what I know is from interacting with it through a front end.

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Best practice is to create folders for each material on your mesh and use the id color masking on these folders so that you can put anything in there, your material + tear and wear and manual painting, all masked by the id color mask.
Jeremie,

I am still working to grasp the id mask method. It seems simple enough, but Painter produces a gradient as opposed to a simple color as Designer does; I know I heard/watched a part of a tutorial describing the method and something about "tolerance", but I have not been able to find it again to properly implement the method.

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Exporting normals as 32 bit TIFF yields correct normals.

Why is that?

16 Bit PNG not have enough information?

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Has anyone else seen this sort of thing?

I'm using OpenGL normals, things look fine in Painter... but then I export my textures and rendering via Iray in Daz Studio, the normals are inverted.

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Any tips on a shoelace type material?

I have no problem if it starts in Designer, working to learn the whole process.

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Thanks for additional explanation.

This conversation has now exceeded my limited ability to help.  Hopefully someone else can provide some useful guidance.
Thanks for adding to the conversation, though. I'm very new at this and all ideas and tips are going to be helpful somehow, somewhere, some time.

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When I say "heavy handed", I mean that it affects the entire model.

I've reduced the texture set to a single map (not because I want, but because there is no way, yet, to combine texture sets into a single map). In order to define the material, masks are required then to show and hide various areas.

How do I combine the various masks? Because when I add edge wear etc, I get new masks defined by the effects maps (curvature, etc) that override the masks defining areas.

I watched the mask editor video, and its great... but he is working with a single texture set that covers only the area he's working on. Makes it a lot easier. Until you don't want 30 maps for a single object.

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Thanks for your reply Jeremie, I did try that, but it was more than a little a heavy handed.

Perhaps I will try again and see if I can't refine it more rather than discarding it.

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So here's the textures and my layers.

I just want to add some edge wear, some dirt, some stains...

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