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Topics - kinggambitben

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Anyone know any emissive generation techniques similar to the Light generator but instead of general directional lighting, it's more of a light bulb?

I'd imagine position + thickness could be used in a "Light Bulb" generator to simulate a light bulb projecting onto the mesh surface, but I'm guessing this dives into ray-tracing territory?

Hi, I use a lot of custom mask generators I've made and from Substance Share but a lot of them are old so they dont support the newer microdetail parameters.

I was hoping anyone knew a way to add the microdetail parameters into MG's, but I'm clueless... Any ideas how to do this would be appreciated.

edit: I just tried to open up the newer mask generators to study the graphs but all I can find is the sbsar. :(

It feels like the answer is really simple, but I've been struggling to build a generator mask for a stylized wavy mask like in the examples below.

Can anyone help point a newbie in the right direction? I spent the whole day testing curvature + all sorts of warps and noises. Is that the correct method for this effect?

How do I get a wavy pattern that follows the curvature?

Can't seem to find a tutorial on this but I used modeling software to get small screws placed along some trims.

Only issue is that I can't seem to figure out how I'd paint the screws' materials without manual painting in SP. Is there a way to achieve this?

Painter's "Match by mesh name" works perfectly fine, but Designer will produce an empty black map for bakes unless I use "Match Always".

I've tried using simple test meshes and nothing seems to work. I made sure to set and name suffixes properly and place them together and export as fbx w/ default settings from 3ds max. Read through a lot of similar posts but none of them fixed the issue.

If it works fine in painter, would it have to be something related to designer rather than the models?

Here's the fbx's just in case:

Even though I set the document size to rectangular dimensions i.e. 2048x128 and the exported maps are the correct dimensions, I still have 2 problems:

1 (red): the 2d display is still square.

2 (blue): generators use the square? (might be something else but I can see small chunks of identical patterns as I change the grunge)

Any way to have proper dimensions or at least trick painter into using the proper dimensions?


I'm trying to get a strip of red color in a model but the only thing close to a marquee selection tool is the polygon tool which still selects by the geometry.

Is there a method for achieving something like a painted line across a curve body in a uniform way?

Sorry if it's a dumb question but I've been watching Allegorithmic's tutorials and the instructor mentioned that you didn't need to explode geometry when baking but didn't really elaborate on it by using the "Match by mesh name" feature.

Does this mean exploding meshes is obsolete now in the substance painter/designer workflow or is it still a common alternative?

I'll be embarrassed if this is something simple but I opened some complex mask generators to study them.

The problem is that I can't seem to figure out the graph's node parameters corresponding to the exposed parameters i.e. one exposed parameter is just "edge smoothness" but I have no idea which node that's referring to.

Newbie here. My only workflow so far doesn't involve SBSAR (just exporting maps as image files from an SBS).

From what I've read, SBSAR is just a compiled uneditable version of SBS. A bit confused by this since I've seen videos online where game engines were updating exposed parameters in realtime which seems to be one of the biggest benefits of using substances. i.e. amount of grunge or weathering effects
Also, when I open example SBSAR's, it shows a bunch of parameters that seem like things a game engine could edit out but everything is disabled:

Is there a reason why it holds all that parameter information even though it's uneditable? Do you have to manually expose them in sbs before compiling? Or am I making some huge newbie blunder?

Hi newbie here. I'm trying to achieve a sparkle effect on my snow material but the splatter circle pattern makes the sparkles all uniform in direction. I used a gradient height map image as the pattern.

Rotation Random doesn't seem to be working for me though. Is there any way to get X/Y variation on the normals?

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