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Topics - Eefke126

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1
Hello,

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?

2
Hello,

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! :)

3
Hello,

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?

Thanks!

4
Hello,

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?

Regards,

5
Hello,

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! :)

Thanks!

6
Hello,

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!
Eveline

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