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Messages - nick_10

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1
I had this issue on Windows 8.1 and was able to resolve it. I suspected the problem was that I was baking maps using .tga and not .png (as mentioned in previous replies), so I switched my bakes to .png and let the resources replace themselves, but I still had the issue.

I had to actually *delete* the resources in the Substance Designer explorer window, then do the bakes again using .png, and then finally it took and was no longer pixelated.

Also, if this is the only reply you're reading, here are some other things to check:

- Make sure the "Normalization" setting on your Position map baker is set to BSphere
- Make sure you're saving your bakes using a format capable of 16-bits *per channel* (png seems to work best here)
- Make sure your engine is set to Direct3D 10 or OpenGL (and not SSE or some other CPU engine); check this under "Tools" > "Switch Engine..."

2
I had to rename one of the parent folders containing all my custom Substances. I was a little worried that the linked files would be messed up, but they were fine. Whew!

However, none of my custom Substances or custom weathering effects are appearing in the Library anymore. I tried clicking the "Rebuild Database" button under Tools > Preferences > Library, but that didn't seem to help. I also tried changing things about the Substances, unchecking/rechecking the Show in Library toggle and then resaving, but that didn't help either.

At this point, I have no idea how to make them reappear in the library. What should I do?

3
We are working on the interaction between SD and SP, the workflow should be much smoother soon between the 2. In the meantime, the workflow you describe makes sense.

Awesome, I'm looking forward to what you come up with. :) This isn't a complaint really, just a suggestion. I spend a lot of time in both apps because I love using them.

4
I just did some painting on another model using this workflow, and the results look pretty different (see screenshots).

- Create basic materials in SD
- Paint on materials in SP
- Export maps from SP
- Reassemble maps in SD into Substance files (mostly for portability)

Why does the lighting and colors look so different at default settings? I've turned off all post effects and both apps are using the metal/rough PBR shaders. I'm finding it difficult to get predictable results going between the two apps.  :-\

Would it help if I zipped up the Substances, resources, and the Painter project? I feel like I must be missing a setting here or doing something wrong for these to look so different.

Hi Nick,

Yes, please send me the project files and I will take a look.

wes.mcdermott@allegorithmic.com

I'm not sure why it would be different. The viewport in SD does have 2 directional lights activated. To get the viewport to match SP, you need to go to the 3D View Settings and for Light 0 and Light 1, set the color to black. Having these lights activated could cause a discrepancy in lighting.

Cheers,

Wes

Hi Wes,

Sounds good! I packaged everything up into a .rar and sent you an email with a little bit more explanation. Thanks so much for taking the time!

All the best,
Nick

5
I just did some painting on another model using this workflow, and the results look pretty different (see screenshots).

- Create basic materials in SD
- Paint on materials in SP
- Export maps from SP
- Reassemble maps in SD into Substance files (mostly for portability)

Why does the lighting and colors look so different at default settings? I've turned off all post effects and both apps are using the metal/rough PBR shaders. I'm finding it difficult to get predictable results going between the two apps.  :-\

Would it help if I zipped up the Substances, resources, and the Painter project? I feel like I must be missing a setting here or doing something wrong for these to look so different.

6
I feel like my workflow between SD and SP has a lot of unnecessary steps. Right now my workflow looks like this:

- Create basic Substances in Substance Designer
- Publish Substances from Substance Designer for use in Painter
- Import published Substances into Painter project
- Brush the Substances onto models in Substance Painter
- Export base color, metal, rough, and height maps from Substance Painter
- Repackage exported SP maps as a single Substance in Substance Designer

It would be nice to be able to batch-publish multiple packages from SD all at once, rather than publishing, waiting, publishing, waiting... etc. I also wish Painter could export all the maps as a single Substance, rather than individual maps that I just reassemble myself. Substances are a great way to keep multiple maps in a portable format, especially for use in game engines like Unity 5. When I use SD to simply link the maps to their final outputs, I can't help but think the process could be automated, or at least partially automated somehow. I also wish there was a stronger link between SD and SP, such as a shared Substance library. Why can't I keep my SD library for use in SP? Can I add materials to the set of "standard" materials?

Am I thinking about this in the correct way, or should I make changes to this workflow? I feel like I'm missing a checkbox or a concept somewhere. :)

7
Hi Nick,

Thanks very much! Great to hear you like the videos. That makes my day : )

You mentioned that you rotate the model but don't see any deformations. Are you thinking in terms of actual mesh displacement? The height info will not displace the mesh. SP doesn't have a tessellation shader as does SD. So the height info works like a normal map. The height is converted to normal, so it is a "lighting" dependent effect.

Cheers,

Wes

Hi Wes,

Yes, I think I'm talking about mesh displacement (I'm still a bit new to the proper vocabulary). So, just to be clear, in SD when I assign the "physically_based" shader to a material, it will use height information to do mesh displacement, but in SP the "pbr-metal-rough" shader will not do mesh displacement?

Again, totally OK if that's the case, I'm just trying to understand how this works.

Anecdotal: When I take these Substances and meshes into Unity, it uses the height map to do the same kind of mesh displacement that I'm seeing in SD (which, is what I want). Perhaps I'm misunderstanding how a height map should be used, though.

Hi Nick,

Actually, it won't displace the mesh using the PBR shader. To displace, you need to use the tessellation shader. The height in the PBR shader can be used for parallax mapping which helps to add more apparent depth and thus greater realism to normal. Substance Designer uses the relief mapping parallax algorithm.

Cheers,

Wes

Thanks, Wes! That's making more sense. I just researched the difference between tessellation and parallax mapping; I didn't realize they were two different things. :)

So as I understand it then, Substance Designer uses the relief mapping parallax algorithm. Does Substance Painter *not* do this? The results I'm seeing in the two viewports do look different. SD seems to be doing parallax occlusion based on the height in the PBR shader, while SP only seems to change the lighting and not the actual occlusion. Again, the height occlusion is more apparent when I rotate the mesh or look at stills where faces are at extreme oblique angles.

8
I have a new Wacom Intuos Pro drawing tablet that I'm using with Substance Painter, and it seems to work great. However, the only way to preview the pressure on either the brush size or brush flow is to paint on the actual model. Pressure sensitivity doesn't show up in the preview area.

9
Hi Nick,

Thanks very much! Great to hear you like the videos. That makes my day : )

You mentioned that you rotate the model but don't see any deformations. Are you thinking in terms of actual mesh displacement? The height info will not displace the mesh. SP doesn't have a tessellation shader as does SD. So the height info works like a normal map. The height is converted to normal, so it is a "lighting" dependent effect.

Cheers,

Wes

Hi Wes,

Yes, I think I'm talking about mesh displacement (I'm still a bit new to the proper vocabulary). So, just to be clear, in SD when I assign the "physically_based" shader to a material, it will use height information to do mesh displacement, but in SP the "pbr-metal-rough" shader will not do mesh displacement?

Again, totally OK if that's the case, I'm just trying to understand how this works.

Anecdotal: When I take these Substances and meshes into Unity, it uses the height map to do the same kind of mesh displacement that I'm seeing in SD (which, is what I want). Perhaps I'm misunderstanding how a height map should be used, though.

10
Thanks for the replies! I appreciate it. :)

Hi Nick,

In SP, how did you assign the textures? Did you export outputs from SD and assign them to channels on a Fill Layer in Painter? Just to make sure, which outputs are you using in SD? Is it the PBR metal/rough shader and outputs?

For height, it looks like you need to increase the height force in the Viewer Settings.

Cheers,

wes

Hi Wes,

I created my Substance in SD, but instead of exporting each channel image, I'm using the Substance as a Fill Layer in Painter. It seems like it's mostly working, but maybe it's not? In SD, I'm using the metal/rough shader and its associated outputs; Base Color, Roughness, Metalic, Normal, Height, and AO. Just to be clear, I *did* export the Normal and AO as images, and assigned them in the "additional maps" under Document settings.

I thought it was height force as well, but no dice. While the height force *does* seem to change the way the object is lit, as soon as I rotate the model it's clear that no mesh deformations actually occurred. It's a little tough to tell that from screenshots, but I've taken one with height force at 0.01 and one at 10.0 to try and demonstrate what I mean.

P.S. I'm a big fan of your videos and teaching style! :)

It seems like the shader you use in SD is not the Physically Based shader, but the relief shader or equivalent.
That's why you don;t get the same result as in SP where the Physically Based shader is used by default.
We don't have a shader that does relief or displacement mapping for SP yet.

Hi Jeremie,

That's what I thought at first, too. Not the case though. I'm indeed using the "physically_based" metal/rough shader in SD and the "pbr-metal-rough" shader in SP. Are these two slightly different shaders? It's OK if that's the case, I'm just trying to understand if I'm doing this right. In case it helps, in SD the engine in the bottom right is reporting "Direct3D 10"; Not sure if there's something I need to change in SP to match.


BTW, I'm happy to zip up any projects/Substances for you to take a look at if it'll help.

11
I've used Substance Designer and maps from GameTextures.com to create a shipping container model. Now I want to paint on some additional details and decals using Substance Painter. When I load the model into Substance Painter, the viewport lighting/shading looks different, even with the same panoramic environment. More importantly, the height map doesn't seem to do any kind of distortion on the geometry. The height map is definitely in Substance Painter, and it does effect lighting, but for some reason it's not distorting geometry like in Substance Designer.

How can I make Substance Designer and Substance Painter look consistent? How can I see the height map distortion in Painter? See these screenshots:


12
I frequently need to switch the color mode on some of my source maps. It would be nice to be able to do this more quickly. Right now, I need to click each individual node one at a time, and then click either the "color" or the "grayscale" button.

It would be *way* faster to just ctrl+click on each node I want to switch, and then get them all at once with a shortcut key. Even just batch editing or just the color mode shortcut key alone would be great, but both together would be doubly awesome.

13
Would it be possible to align nodes kind of like the layer alignment tools in Photoshop? I've attached a screenshot of these tools in Photoshop so you can see what I mean. I've also attached a screenshot of one of my graphs as a visual aid.

Some background: When I'm designing Substances, I like to make my graphs neat so that they're easily understandable. Due to the way that nodes are designed with inputs on the left and outputs on the right, graphs naturally flow from left to right. When I'm just piping a source image on a fairly linear path towards the output, I like to keep the node lines in a straight line so that I can understand the progression from one node to the next. I also like when lines are curvy so that, visually, I can tell when an output is stepping out of that linear flow and going somewhere else.

What drives me insane is when my straight lines aren't *quite* straight, or when a vertical column of nodes doesn't *quite* line up. It has no bearing on the final output of the Substance, but having neat looking graphs helps me to quickly scan my graphs and understand the flow of data. Being able to proportionally space a row of nodes in a linear pipeline would also be helpful.

14
Awesome, thanks for the responses everyone!

Having access to the Unity 5 standard shader inside of SD would be amazing. :)

15
This is probably a crazy thing to ask (either for technical reasons or business reasons), but would it be possible to use a Unity 5 viewport inside of Substance Designer somehow? Fortunately the results going from Substance Designer to Unity 5 are fairly predictable if you do everything right (I'm using the metal/rough workflow and outputting a metalness/smoothness map for Unity). Even so, there are enough differences that I end up tweaking a few things after seeing them inside Unity.

At the very least, are there some better post-processing settings I could be using that would more closely match a typical Unity viewport?

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