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Messages - nitin.grg

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1
HI All!

I am trying to import hi-res details from normal map into my base mesh model. my normal map is named -- char_normal_<UDIM> but its not applying. What should be the correct name?

2
Just wondering..is there a way to import the UDIM maps and auto assign them to color/metal/rough channels in painter?
I have an asset with about 15 UDIMs and its painted in mari but I want to bring it in Painter to add details. At this point, all I can think of is importing my model in Painter, creating a fill layer for each UDIM > importing all the textures and manually drag-dropping each texture into its UDIMs color/metal/rough channels.

Is there a more automated way of doing this?

Thanks!!

3
I have an Indie License which I am planning to convert to a perpetual license.

I have almost 350 points on substance source as of now. If I cancel my subscription and get a perpetual license, will my points go away? or the new ones just won't be added and I can use the existing 350 points as normal?

4
I have an Indie License which I am planning to convert to a perpetual license.

I have almost 350 points on substance source as of now. If I cancel my subscription and get a perpetual license, will my points go away? or the new ones just won't be added and I can use the existing 350 points as normal?


5
I saw in the blog post that we can now export the 2D view but I can't seem to work out how.

Any help will be appreciated.

Thanks!

6
I bought a SSD recently and want to use Substance Painter through that.

How can tell Substance Painter to store the baked maps (AO, curvature, etc) in the new SSD drive? I have around 1GB free in C: drive but it fills up quickly while I'm working on a huge set.

I would like Substance to do its temp baking, etc in the E: drive.

7
So, I know that the 1080Ti is one of the most suitable cards to use with Painter. But is there any plan to support the newer RTX cards? If I buy the 2080Ti card, will the current build be able to use the extra performance boost from it?

8
you could use ZBrushes "Auto group with UV shell" feature and then bake an ID map from the polygroups

Oh great! Didn't know Zbrush could do this

I am trying to keep everything within Substance for now as we are texturing huge sets and it will be difficult to get all those meshes in Zbrush.

9
My immediate thought is:  This sounds like a job for Substance Designer.

You're correct. I think I need to stop procrastinating and finally learn Designer :p

10
Hi Guys!

Is there a way SP can bake a map which assigns a random color to each UV shell? I am texturing a wooden plank floor and would like to have some per plank color variation. So, if I can get a bake that assigns a random color to each UV shell, I can desat it and overlay it over my texture.

Or maybe a generator can do this?


11
Hi,

I am trying to apply the glow filter to an alpha mask but seems like I am doing something wrong.

Here are the steps:

1. create a fill layer with a solid color.
2. Apply back mask.
3. Add fill layer in the mask.
4. Add the arrow alpha mask from the shelf

Now I have a solid color arrow on top of my base layer. But now, when I apply the glow filter to the solid layer or even the mask layer, it doesn't do anything.

How can I achieve this?

thanks!

12
Hi,

I am re-arranging all my shelves onto the second monitor so that my viewport can be all on the main monitor. But when I re-open Painter all the shelves stack on top of each other on the main monitor.

How do I save the UI layout?

thanks!

13
For the love of everything that's pure and holy, PLEASE revert back to the old UI! It was perfect!

I appreciate you guys trying to make Painter look like Photoshop or something but Oh.My.GOD!! There is soooo much wasted UI space!

"If it ain't broke, don't fix it."

EDIT: Please also bring back the "export textures..." option in the right-click menu in the viewport.

14
Hello,

I am trying to establish a Substance to Maya 2017 Arnold 5 (v2.1.0.2) workflow and have run into some problem. Please help me in figuring these out.

1. On the page https://support.allegorithmic.com/documentation/display/integrations/Arnold+5+for+Maya the first step says "Create a Substance node and set the mode to Custom and enable Automatic Connections to cache the textures to disk." I created a substance node but it does not have any option to set the mode, etc. Here's how it looks


Also, in that page there is a screenshot of the bump2d node but my bump2d node doesn't have the "arnold" options in it. Here's how it looks.


2. I manually created the file nodes and connected them to the respective AiStandard ports but now it seems like Arnold has created a tx version of all the textures and if I re-export my textures from Substance, Arnold still renders with the old textures. How do I make Arnold look for new version of the textures?

Also, I am using the <udim> tag when I am rendering. Is this the correct way or is there any better way to bring in multiple textures?

I really appreciate your assistance!

15
thank you for sharing it with the team :)

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