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Topics - nightsong

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Greetings!

I was trying an idea with displacement in Substance Painter, but I am having trouble seeing the displacement as I paint.  It's there, and I can see if if I stop and move the camera back and forth, but I was wondering if anyone had suggestions for viewing the displacement better while I paint it (without having to stop and pivot the camera). 

So far the best technique I've been able to try has been changing my Base Color constantly to match the value of the displacement I'm handpainting, but eventually I'm going to have to hide those layers to paint color and I'll be back to wondering where I'm painting.  Wireframe view allows me to see how much I have displaced from the original, but not where the currently displaced mesh is.

Any ideas?  I keep feeling like I'm making this harder than it has to be.  Thanks for any insights!

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I appreciate the autosave feature so much.  It's a safety net that I love to have.  But, I was hoping there was a way to disable it for certain files.  I'm currently working on a very small model that somehow generates very big files, and so far my Substance Painter has locked itself for 20-minutes when I ran away for a 2-minute bathroom break, and then now when it was in the middle of exporting my textures (at 37%). 

After the first lockup, I tried starting the file over again entirely with a different workflow to decrease file sizes, and it totally worked.  By delaying the use of my high-res mesh and supplemental textures until the last minute before export, I had a 283mb project file... until auto-save kicked in and took its time to make sure I had a 1.59gb autosave.  If I could just disable autosave for certain files it would be just lovely.  I tried looking in preferences but couldn't find anything.  I could have completely missed it, though, sometimes I overlook the darndest things.  Help, please?

3
I want to say THANK YOU so much for the update to the Modo plugin!   I have been at my wit's end, trying to load newer Substances in Modo and having it error out at me with the message stating that the Substances have features not yet supported in Modo, because I was using the old plugin.  Thank you so much for the update!!!

I come here with a problem, though, and please do not kill me.   I could certainly have done something wrong.  It could definitely be a case of user error.  But, when loading a Substance in Modo 12.1v1, the Specular, Glossiness, and AO maps for each substance don't have their layer effects set.

https://www.screencast.com/t/vnLkoD2EtA

It has happened with multiple substances, and even when they're set at different resolutions.  I can set them by hand, no problem there at all, but I figured it's something y'all would want to be aware of.  Please don't be mad, I'm truly happy to see the plugin updated!!  Thank you for all of your hard work!!!

PS:  The attached log is the Event Log from Modo, and I am not sure if it is the right thing to attach, but all of those errors came up when the initial Substance was loaded.

4
Substance PainterSubstance Painter - Technical Support - Freeing the Camera?
 on: October 11, 2014, 09:42:23 pm 
Bit of an odd question.  It's been a bit since I've used Substance Painter, so I could just be missing something obvious, but is there any way to turn off the constrained snapping on the camera rotation?  I've tried clicking the little camera icon that says "Free rotation", and I've tried using alt-left mouse button and alt-middle mouse button, and everything I do snaps the camera into place at what appears to be 90 degree increments.  It's driving me a bit nuts!

I just freshly scrubbed and reinstalled my previous installation of Substance Painter, so I am thinking the problem is with me... please tell me I'm missing something simple and obvious??

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I have not yet been able to figure this one out, if SP has it, so I thought I would add it to the request forum. :)   

I would really -love- with all of my heart if Substance Painter could handle objects with multiple maps.  A great many of the objects I work with are of such size and detail that they've been crafted to use multiple maps (the head of a creature may have its own material/map, for example, while the body may be handled by another material/map).  It's a relatively common practice for the models that I work with, because they are designed to be seen in both extreme closeups and from a distance.   If Substance Painter does not have this capability already, could we please have it added to a later version?

I would be willing to bribe!!!!

6
Heya guys!

I apologize if this has been asked before.  I looked through all of the Substance Painter forums but couldn't find an answer, so I was just wonder: does Substance Painter handle objects that use multiple maps?  If so, is there anything special that I need to do to get this to work?

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I may be missing this somewhere, and my apologies if I am, but I have looked everywhere I can think of.  I've fine-tuned a particle brush to be very nearly just what I need for a particular project, and that project consists of several models I'll be working on over the course of a couple of days.  Is there any way I can save my current particle brush with all of its settings so I can re-use it over and over again?

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Substance PainterSubstance Painter - Discussions - Gravity?
 on: April 08, 2014, 02:27:39 am 
Heya!

I've been tinkering with the particle brushes (and -loving- them!) but I had a quick question.  Is it possible to invert the force of gravity so that particles flow up instead of down?  I tried typing in a negative number under the gravity modifier that I found for several of the particle brushes, but it wouldn't let me.

Thanks!!!

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