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.

Topics - Eefke126

Pages: [1]

I'm getting a little confused with following PBR standards for metals.
Generally I use a black metallic map for dielectrics and white for metals, including alloys and other metallic materials. I would only use greyscale values for rusted/oxidized metals.
If I make a make a bronze material and I give it a dark reflection color, the PBR validate filter marks it as incorrect, because the color should be much lighter, or I need to lower the metallic value changing it to light grey. Does that mean that only for pure metals a completely white metallic map should be used? and for alloys and similar materials it should be a greyscale metallic map?


I want to combine two texture sets from a model with transparency together into 1 texture set. The model has 1 texture set for non-transparent parts, and 1 texture set for transparent parts. Textures are exported as PNG, basecolor with transparency, metal, roughness, normal. I figured I could combine them into 1 texture set, by changing my model to having only 1 material, then importing the textures into a fill layer and using a mask to assign the 2 texture sets to the right parts. I added the basecolor texture also to the opacity channel to use it's transparency value.
However, I'm not getting the exact same result as with 2 texture sets, the color and transparency values seem darker. I think I know what the problem is, because the PNG's don't have a separate alpha channel for transparency, so the basecolor and transparency values are blended together.

Is there any other way I can use the existing 2 texture sets and combine them into 1 while maintaining accurate values for basecolor and transparency? Aside from manually combining them in Photoshop as 1 texture. Point is, I also want to export the model as a glb file, so they need to be imported in Painter somehow.

Any help is appreciated! Thanks! :)


When I change the project normal map setting from DirectX to OpenGL (or the other way around), I don't see any visual difference. And how the normal map is exported is determined in the export settings. So what exactly does the project normal map setting do?



After updating Substance Painter to version 2018.3.1 we noticed that the 8-bit textures exported with the gltf become very noisy on reflective surfaces. I've attached an image as reference.

We also noticed that strangely enough the 8-bit export file is much larger than the 16-bit export file, specifically the normal map.

We tested a cube with a basic texture and the sizes per texture are as followed:

Basecolor 8-bit: 57.4 kb
Basecolor 16-bit: 105 kb
Normal 8-bit: 1.92 mb
Normal 16-bit: 105 kb
OcclusionRoughnessMetal 8-bit: 57.4 kb
OcclusionRoughnessMetal 16-bit: 105 kb

Is this a known bug?



Is there a way within Substance Painter to export glTF and glb with the alphamode MASK and doubleSided: true ?

Set up a model with an opacity channel that contains a mask. With the alpha-test shader, the model displays correctly in the viewport. When I export the model to glTF it automatically has the alphamode: BLEND and no doublesided in the material properties.

If there's no way to do this now, I hope this can be a new feature in a future release! :)



I want to see if we can start using Substance Source at our company, however I'm not quite sure about the terms of use.
I know you can't download and resell materials from Substance Source, but is it possible to alter/combine the materials, then bake them into texture files, and sell those texture files?

We create 3D models and sell them as a zip package with texture files. If it's not possible to use Source for this we'll have to start making our own library!

Thanks in advance!

Pages: [1]