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Topics - samuelthomson

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1
Hello, I'm trying to use "material crop" to lay out foliage cards in a texture to make some grass. 

I've basically duplicated my first grass setup, changed "random seed" on a few nodes, and piped each duplicate to a different "material crop" node that scales the input down 50% and offsets as necessary to make a 2x2 grid.  However, when I mix them together using a "Material Blend" node, only the base layer gets offset, the others (normal, diffuse, etc) don't.  Here's a screenshot:

https://drive.google.com/open?id=1Rxb_7DspCJUTuxsRqVzMy8e5dr4IwacH

I can't see any buttons to activate the different channels, so is this a bug?  And is there a way to fix it or an alternative method to make these foliage cards (without doing it manually in photoshop)?

2
Hello, I've made a procedural grass texture with a few basic modifiers that can randomise the placement of the leaves and the number of blades of grass.  Most of the placement of the grass in done in an FX Map node, and changing the random seed on that node is enough to get some good variation. 

I now want to create a foliage map with a few different variations of the grass texture on it, side by side (in a 2x2, or maybe 3x3 grid).  What is the best way to do this?  I wondered whether there was something like a full-material tile node that could use random seed or an exposed variable to modify each version of the material it's placing.   

I could do it manually in photoshop, but it seems really inefficient to do it that way.  I could also just copy my material 4 times, offset each instance with a transform2D node, and blend them all together at the end, but again, that feels like a heavy-handed way to do it.

Are there any good ways to get this done?   

https://drive.google.com/open?id=1HGuR4GnKlzi38fHbqmqXwSg0S8_9GdBp

Update:  I'm still looking for a good way of doing this, but even my cumbersome hacky way won't work and it looks like a bug. 

I've simply copied my whole material for now, and changed parameters on each copy.  I'm trying to use two "material crop" nodes to scale each material down 50% and offset as necessary to make a 2x2 grid, however, when I mix them together using a "Material Blend" node, only the base layer gets offset, the others (normal, diffuse, etc) don't.  Here's a screenshot:

https://drive.google.com/open?id=1Rxb_7DspCJUTuxsRqVzMy8e5dr4IwacH

I can't see any buttons to activate the different channels, so is something wrong with the program here?

3
Hello,

I'm trying to create a leaf atlas, and I've started by creating a leaf sub-graph with a few exposed parameters that I can change to get variations.  This includes a transparency output.  I've then brought this sub-graph into a new graph, duplicated it, changed a few parameters, cropped it using "material crop" and then shifted it to the right using "material transform".  I've then tried to blend it with the first version using "material blend". 

The problem I'm having is that "crop" doesn't seem to leave the unwanted area behind, so when I blend the two together, the background of the layer on top occludes the layer underneath.  In the attached image, you can see the two leaves side by side, and the issue should be clear - for example, the albedo of the top layer is interfering with the bottom layer.   

I thought the "crop" tool should disregarded the unwanted area, so that any underlying layers would be visible.  I did wonder whether my opacity channel is messing this up somehow but can anyone suggest a solution, or a better way to create a material atlas?

Edit:  Something else I wanted to ask is about the material blend "normal" option, which appears to be just an opacity slider, and so in the current setup, it's inadequate.  I'm starting to think that there must be a better way to create a texture atlas, because I can't see a way to get the normal information from both layers at full strength.

4
Hello,

I've created a "tree bark" material in substance designer and imported it to Substance Painter.  I then created a fill layer and applied this to the model with the tree bark texture in loaded in the "material mode" slot. 

Then I create a new layer with a paint effect, load the same tree bark texture into the "material mode" slot of the paint layer, and try to paint this onto the mesh. 

The resulting texture in the paint layer appears to be much lower resolution than in the fill layer, you can see what I mean here:  https://drive.google.com/open?id=1UUwrMq6V2CPezfms0ZXpNi8LXn7gwwzI

Is there any way to change the resolution settings of the "material mode"? 

If I load the treebark material in the projection settings, I can get more or less the desired result, but I want to know if the resolution in the "material mode" version of the texture can be modified.

5
Hello, I don't seem to be able to override the height/normal data of lower paint levels in Substance Painter 2018.3.

There are images below.  The first image shows my shader settings, and a basic fill layer in "material mode" with my custom treebark texture applied.  Note that I've created a displacement map channel. 

The second image shows a standard layer with a paint effect applied.  That paint effect is again in "material mode", and I've simply painted a stroke of the sci-fi panel material to that layer.  However, the height and normal information are still coming through from the layer underneath.

The third image shows that this paint stroke doesn't disappear even when all the channels for it are unchecked. 

It feels like I'm missing something, as I thought I should simply be able to override the information on layers below with each separate channel, but I can't tell what I'm doing wrong.   

https://drive.google.com/open?id=1dY9b9sbw0faAVvAHRCw3WLOV9FfXvWSL

https://drive.google.com/open?id=1NieD5PgNixygPUMBveL2g0r-sH8JPCDa

https://drive.google.com/open?id=1vfqEP-Zn6-m90e_QcIP-FKcGDsKdUThi

6
Hello,

I'm learning Substance from scratch and I'm just starting the lantern tutorial.  The files at the top of this tutorial wouldn't download for me (kept stopping at 103mb), but I found a version of the mesh on Sketchfab and downloaded that, and I created a "material ID" version in 3ds Max by assigning a multi-material and Material ID's to the relevant groups. 

I've attached some images with artifacts that I'm getting in the curvature map and the world space normal map.  It looks like the baked texture is low-res, but I'm using 4k textures.  I've played with other settings like "detail", tried baking with/without a high-poly mesh, and gone back over the tutorial again, but the same thing is happening.  Can you suggest what is going wrong? 




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