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Topics - strangelet3345

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Hello guys

I've set up a blueprint that duplicates a graph instance , alters some params then creates textures for every placed blueprint actor in the scene.  this is working splendidly except for the normal map.

here's a shot of the material which has been created at runtime (the textured planet on right) showing the normal map behaving badly

and here's a shot of the same graph showing its offline default output textures - behaving as expected.

i have it set up as described in the documentation, using the provided Switch On EsubChannelType switch node to assign the textures to the dynamically created material -

but although the graph instance generates a perfectly good normal map when not being used at runtime,  when the textures are created by the blueprint, the normal map is output as a g8 format grayscale file.

here's the dynamic material which is being created at runtime - note the blank white texture in the normal slot

and here's that texture in the texture previewer -

has anybody had this problem? the internet is drawing a blank on this.
hope you can help.  i've included the graph as an attachment here -

i'm using unreal version  Version: 4.14.3-3249277+++UE4+Release-4.14 , and i downloaded the substance plugin just a week or so ago so i assume its latest - no idea how to get the version number for that.

the graph was created with substance designer 5

Substance DesignerSubstance Designer - Showcase - AFFplanoid
 on: March 19, 2016, 04:48:29 pm 
So i wanted a planet generator, and i thought *oh somebody must have done one of those in substance* so i went and searched on substance share and.... hmm nobody has gone too deep on this.

so i put one together!
thanks to Vincent Gault and Gaetan Lasagne for their work on polar coordinate correction.

Hey guys, you may have seen some weapons i posted a while back.  These were for an indie game I've been working on with friends, and it's just got a release date.   here's all the guns painted in substance again in a little hype party.

check us out at

Substance has been a great improvement over our old methods, and will allow us to make tons of cool new content quickly - especially the smaller stuff like weapon mods.

also horay to sketchfab for now supporting animation!  Substance painter was great to put a new shine on these old models.

Now we start work on the next suite of content for a future update!

hey guys, it would be cool to see how you set up your brush substances, there doesnt appear to be a template for making a brush.

specifically, i was asking Raouf today about the possibility of modulating exposed parameters over the course of a brush stroke, or at least per-stroke, and after some discussion with a couple of you guys on chat he said it couldnt be done - apparrently if the parameter which was being changed caused the substance to re-calculate every step, it could quickly become bogged down and freeze the application even with a fast-calculating graph.

what i would like to do is change a parameter every time the brush is applied - specifically i want to get a random selection of bulletholes so i don't have to keep changing the brush.

is there some way i can apply randomness to a parameter which will re-roll the randomness every stroke?  it seems a shame with the power of substances that we can't access them from brush input rather than sliders on the brush options tab.

i thought about it some more and thought maybe i could hijack another function like size, rotation, hardness which has shortcuts on the brush tool itself.  i havent had a serious investigation into this yet, i thought i'd ask around here and see if anyone else has had any experience with it.

so, is anybody making custom painter brushes?

Substance PainterSubstance Painter - Showcase - The Cheat
 on: August 23, 2015, 06:44:36 pm 
My grizzled veteran warrior, cat of cats, mytiest lyon on lyfe, the Cheat - Cheatus Decimus Meridius, commander of the gardens of the north.  And he will have his biscuits in this life or the next.

A speedsculpt silly,  enabled by all this cool modern software to just decimate it, slap paint on it and stick it on the web. horay!

this has been driving me crazy at work, the brush orientation as displayed on the brush cursor when NOT applying a stroke does not reflect the actual applied orientation of the stroke, its completely disconnected.

this makes it impossible to use brushes as stamps, because as you paint, the applied stroke is at a completely different rotation to what you expect from the brush graphic.

please consider tying the brush graphic on the cursor to the actual orientation of the applied stroke :(   this is something ive been meaning to moan about for a while. 

good job otherwise guys.

Substance PainterSubstance Painter - Discussions - horay!
 on: June 10, 2015, 11:30:05 pm 

Now guys, go look at 3dcoat:

filled polygon tool
rectangle tool
bezier line tool

btw, also got to use painter in the pipeline at work today!

Substance PainterSubstance Painter - Showcase - Salier P8 Marksman
 on: May 31, 2015, 06:36:39 am 
Hey guys, another late night session produced this ugly ol treestump :P
all done in painter, baked, then spent about a half hour tweaking presets, no brush work.

anyone know the solution to getting these uv-flipped faces rendering right in sketchfab?

Substance PainterSubstance Painter - Showcase - Jolly Little Trooper
 on: May 07, 2015, 10:44:27 pm 
OK - so this is an experiment.   i had this guy's bake source models from way back in 2009 - when i originally did the bake with epic's command-line based SHtools and photoshopped the tex.  took me about a week as i recall.

this right here, half hour last night ^.^

Substance PainterSubstance Painter - Showcase - Jolly Little Scope
 on: May 07, 2015, 01:46:16 am 
Well. I don't even have to take any screenshots these days :P
now we can all see eachother's ugly texture seams!

zbrush -> substance painter -> unreal engine
bish bash bosh!

Tremendously pleased with the Painter pipeline at the moment, i've continued to rebuild some of the assets i lost in a hard disk crash last year. this big lump, known to our dev team affectionately as The Brick Gun, was languishing in a state of temporary texture (unfortunately a bright orange carbon fiber experimental paintjob) , so yesterday i rebuilt the high poly model and re-baked it in painter (luckily the low poly was already built and uved, so i just had to explode it for baking).

Exporting an fbx from zbrush r7 worked flawlessly and carried the vert color data, and i spent even LESS time on this paint job than i did the previous rifle - mainly because i made that whole paintjob into a smart material and copied it over to this one - - i only had to reassign ONE texture for it to work perfectly (i'd baked a custom AO map from the assembled model, a step i had to repeat in designer for this rifle)

so total time spent in painter on this - possibly 15 minutes of actually getting it to work, then the obligatory 4 hours of looking at it, spinning it, making small tweaks, undoing those tweaks etc :P there was NO brush work in this - again, there are seams, its not top quality, but thats a couple hours work tops on a layer on top of the stack with the eyedropper tool.

15 minutes is astonishing - this is ideal territory for substance Painter and Designer.  Building the first asset's materials is fast, but building the SECOND is OH SO MUCH FASTER. i dare say if i carried on like this over a whole weapon set (which i might, timescales this short are very productive) i would find ways to work even more efficiently.

its frustrating that we arent able to change the way masks read UVs in the same way as rgb channels - the silly gold work was me just playing around with an imported texture - the texture was a bitmap mask , but there was no way to tile that mask!  i'm gonna have to re-jig my old substance layer fx to fix them to work with new layer masks.

the map export functionality in painter is now EXCELLENT, and i was able to set up the precise structure our game required, not needing to go to photoshop at all (these maps went to a dx9 material, i used the *converted specular* provided which seems to work quite well) - but i had to work around the bizarre omission of being able to export the ambient occlusion map -  really guys, AO should be a channel like everything else. i used a user channel with a fill layer outputting only to that channel, then routed the channel to one of my maps. 

also shown is the final asset in unreal, with some funkeh jungle camo and a couple of weapon mods attatched (also textured in earlier versions of substance painter)

im so pleased, substance is becoming integral to my workflow at last :) :) :)

designer has been baking perfectly fine until this one mesh where the normal baker is outputting black.
i can discount failure with the low and high poly models because the ambient occlusion map and vert color maps are baking perfectly fine.  this graph is a duplicate of one for another small asset which baked all its maps without problems.

i have tried starting from a new substance, same result.  old files still bake their maps without problems.
this is designer 4.5.1 on win7 64

here is the sbs file with the high and low fbx's , if anyone can give me a clue, would appreciate it, cos im stumped :/

the export functions on the graphs which output bitmaps are not retaining settings for me - i have to set the folder, image type and naming stuff almost every time i export - even in a single session.

Substance PainterSubstance Painter - Feature Requests - content-sts
 on: October 16, 2014, 10:16:29 pm 
you guys need to beef up the provided content with painter - its such an amazing and flexible app, there should be hundreds of brushes, tools and effects to showcase the power.

do this for cheaps - have monthly themed mini contests like *make a brush* *make a tool* *make an effect* *make a substance*.  put up some graphics cards to win and you can take your pick of the entries to add to painter's stock content, plus people will inevitably produce pretty pictures while they develop, swelling your galleries also.

artists are competitive! the titan contest went jolly well, do it some more and leverage the community to get the best out of painter!

Substance PainterSubstance Painter - Discussions - nothin but love
 on: October 16, 2014, 09:55:22 pm 
Gratz on v1.0 of painter, guys.  I hope to see you agressively chasing a more complete feature set that will allow painter to compete seriously in the professional domain - it aint far off :)

Very pleased to see 4k happen. its understandably chuggy so youre gonna have to get the message across that working in a lower rez then turning it up is a viable workflow due to painter's proper reprojection of strokes.  i was ever so happy to see that at work on some of my older projects.

i also think that a few more layer effects would have been nice to bundle with it - mine have broken somewhat , it seems that the Diffuse channel has been renamed the Color channel, and now the effects' diffuse input and output arent being recognized by painter.

you guys should also get cracking on a ue4 shader, a unity shader etc as soon as possible, steal from photoshop as heavily as possible, keep working on pipeline and workflow stuff (like reimporting, thats something everyone has to do all day long) - make the adoption of painter a total no-brainer for studios and artists so you can rake in the money and devise new and fabulous features for us all :)

again, congratulations.

ps, fix symmetry!

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