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Topics - bluicat

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I am following a tutorial on the wood_planks.tif and instead of having the tiles tool in the layers panel, I have the Make it Tile Advanced, and there is no option for the section box to get at specific areas to fix lining up of the seams.
Is this somewhere else or do I simply have to rely only on threshold, x/y and cloning to fix?
I would prefer to get to specific areas using a section box rather than relying only on settings to correct.

Please advise,


Thanks in advance if there are any new guidelines for importing svg patterns from Adobe Illustrator?
Recently, I have been working in AI and I know there were issues in the past with svg imports, so
I am hoping that there is a sure methodology now since Adobe owns both products.
Please note I would prefer to import file over linking. I am not sure of current export methods and what to expect
when you have multiple paths with more than (4) colors.  Are there limitations in terms of paths and colors on a single import?  Can I edit the paths right in Substance Designer to separate colors?

Please advise,


Is there any timeline for the UE4 SD 4.22 plugin to be available?


I would like to have the label names in my package automatically
be the same as the package name. Is there some setting or a way to
do this after the fact somehow, where I can take all of my packages
and run some sort of script where the label in each package will take
on the same name of the package.

Please advise, I would to avoid so much typing if possible, and would
prefer to type the name once and have it carry over to the label
at the same time.


I would like to have the label names in my package automatically be the same as the package name.
Is there some setting or a way to do this after the fact somehow, where I can take all of my packages and run some sort of script where the label in each package will take on the name of the package?

Please advise, I would to avoid so much typing if possible, and would prefer to type the name once and have it carry over to the label at the same time. 



When I try to import a sbsar from network location, the name of the material does not carry over to UE4.
I really don't want to copy past names, as I plan to import multiple sbsar materials.

Please advise and note that I have the latest plugin available and am on UE4 V 4.21.2.
Please also note that I did both downloaded from Market and when that did not work I
installed in runtime folder as per instructions:
C:\Program Files\Epic Games\UE_4.21\Engine\Plugins\Runtime

I really would like the names to carry over since I want to import over 100 materials all at once.
Please see attached.



I notice when I create materials libraries that I created using Substance to Arnold, they take forever to open and they are considerably larger than if I take those same maps and make only an Arnold Material Library.
I am trying to avoid creating (2) libraries.

Please advise if there is some way to get these Substance To ARnold material libraries to open faster.

This library is only 144 simple paint colors.  I cannot imagine if I create a paint library with over 1,000. materials.

3ds Max 2019 latest service packs and latest Substance To Arnold Plugin
Windows 7




Is there a way to import and create multiple materials if I have names and rgb values in an excel spreadsheet someway?

ie..., I have the names and rgb values of a manufacture's paint and I want to make color palettes creating multiple matte paint materials where all I need to do is save as a new name with new rgb values in the float 3 dialogue box.
I am trying to see if I can do in a multiple method way, over doing this in a painstaking way for each color - and or 1 by 1.

Please advise,



I am in the process of creating a paint library and I want to have all of the colors like 150 of them in (1) group then export them to UE4, instead of having 150 Separate material colors to be instanced etc...., 

Is this possible?

The idea is to be able to open the (1) matte paint material in Subatance Designer then have the remaining 149 colors in an exposed parameter list,  then drill down to select/switch to any of those paint colors?

In addition:

I would also like to be able to neatly import same into UE4, where I would have (1) color line with 150 paint options that could easily be instanced as needed in a more organized fashion in a UE4 material folder. The list of generated maps for the material, material instance, and substance parameter file is too much stuff to look at.  I want (1) material and a list of colors that would only extrapolate when I choose to select and apply them to meshes.

If doing basic paint materials as above, would it be better to do in MDL format instead of PBR?
In MDL would I have an easier option to be able to select paint choices under (1) group than above?

Please advise.



I am trying to change the downloaded matte paint base color from substance source to a manufacture's color using a .png.
Every time I try to change the copied matte paint graph background color to the .png manufacture's color it does not show up in 3d view instead I keep getting the default red cube.

Please advise on how to Simply change a substance source matte paint color using a manufacture's .png color file.
Please note I do not have exact rgb values only the .png color.

In Addition, Where I do have the rgb of the manufacture would I simply save the downloaded matte paint as my new color name, then simply change the color float value of 3 to my rgb values?  (Please note that when I copied the original matte paint graph into my new package/color/graph the cube turned red and the original matte paint is white).
I don't know what happened with copying and I would prefer to simply save the original as my new color and change the color via both ways .png and rgb. 

Please advise best way to do this I have a whole list of paint colors I want to add to my library.

I simply save as a new matter color name then change the attributes color when I have the rgb information.

Now all I need is how to modify the colors via .png connection.  My guess is use the color picker if a .png color does not connect well with the uniform color.  I am not able add/edit the input or blend to the Substance Source Uniform color, where I would connect a 2048 x 2048 color bitmap .png.


My issue was simply solved via replacing the uniform color with the .png and resetting the color ms to smallest amount for efficiency. 
Problem solved.


Thanks for any insight on this?

I want to draw a pattern with multiple shapes for (1) ornate tile in Photoshop then export that tile using their 3d tools and UV generators, and I don't know if these can be directly imported into Substance Designer with separated color ID channels?
Does anyone know or has tried Photoshop 3d tools and generated UVs that work in Substance Designer to further develop complex tile patterns with color ids for patterns?

I would rather draw complex shapes in Photoshop then import them into Substance Designer, where I can apply different colors to each pattern?

Please advise on how to go about this?




I am using Substance Player to export .sbsar materials and plan to plug directly into Arnold Surface Material without using the Substance to A method.  I am doing this to future proof the materials in case there is ever an issue with the Subtance map 2. 

Question is when I export these materials I downloaded from the source would I use the base color or the diffuse map export to plug in to the Standard Surface Arnold material base color?

Please advise and Thanks in advance.


I am creating an Arnold material library via Substance to Arnold plugin Conversion, and my material map shows black in the Arnold material Preview window and when I add it to the library.
Please see attached Converted Substance Source Arabesque Tile Wall Material and notice how the Arnold material is black.  I would like to be able to see the new Arnold Materials in the Arnold Standard Surface Map Preview window and also when I add it to the library so I can see what the material looks without having to drag it to the views.

Please note that it does render correctly thankfully. 

Thanks in advance!


Is there any simple way to take an existing .sbs material in Substance designer and convert/export to be an Arnold material?



I loaded a ceramic tile .sbsar material into the slate editor substance2 node map and I don't know how to connect/convert this to an Arnold Ceramic Material in the slate editor?

Please note that I downloaded the latest plugin for 3ds Max 2019.

Please advise,

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