Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - mikeyrogers

Pages: [1]
Okay I got it!  Sorry, had to do a bit of back and forth as I wrapped my head around how layers and channels corresponded to each other in Substance.  A bit different than what I'm used to, but it works now!

I do have a follow up... So when compiling my RGB Mix channel on export, I'm piping in the alpha of each User channel into a separate R, G and B channel and exporting that.  Works perfect.  The math on the map export is essentially an Add, plussing the colors together, which is great for most conditions, though sometimes I need a simple Over blend mode where one mask completely cuts out the other.  Useful for splitting out materials similar to how ID masks work.  Is there a way to change the blend mode from Add to Over on export?

Hey Jeremie,

So is this just done on the material level?  Can I not have these affected on just the mask level?  I just want to pipe in a mask (like a scratch mask or generator used to create a mask) into a user channel, for example, and pipe that into the R channel on export.  It seems like with your suggestion it only allows me to turn entire materials on and off.

Thanks Jeremie!  I'll give this a shot in the morning!

After playing around a bit I got a result, but it feels like it's a work-around.  Essentially, I made 3 fill colors (R, G and B), changed their blend modes to Add and copied a mask from each feature type and pasted it into the desired fill color.  There are a couple of problems with this workflow...

First, it creates garbage information in all other channels.  Suddenly all these extra layers now appear in the channels where they shouldn't.  To circumvent this, I place the layers into a group and then set that group to Disable in every other channel.  Works, sure, but not the most glamorous workflow and leaves room for error.

Second and the most important... if a mask in the smart material changes, I have to remember to propagate that change the appropriate RGB layer (copy and paste).  Without shared layers (which is a key feature in Mari) those changes don't appear automatically across the masks in question.  You run the risk of forgetting to update or copy over your masks and having your shader in Arnold out of sync.

Of course this is my little work-around, but I'm sure I'm still missing something that's causing my channel to be transparent in the first place.

Hey everyone!

I've been a longtime Mari user for the past 6 years and swore by it.  Over the last year or so I kept hearing about Substance and wanted to try it.  Bit the bullet, finally, and purchased the complete bundle during the Steam sale and attended Substance Days last week.  I'm completely hooked and now painting assets with it at work!

One of the great things I could do with Mari very easily was take any grunge masks that I painted and pipe them into RGB masks / channels that I could then take into my renderer of choice and further dial in those details by way of a layered shader.

I assume you can do this with a User channel (or several) and turn on and off mask features per User channel that I can then pipe into a new R+G+B texture on export.  Though anytime I create one, the layers (and object) all turn transparent.  I know it's probably something simple UI related, but can't seem to track down the issue.

Attached are examples of what I'm talking about -- what the layers look like in BaseColor vs how they appear in User0.

Thanks for your help!

Pages: [1]