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Topics - ajz3d

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After switching to color managed workflow (OpenColorIO/ACES), I began experiencing problems with Substance Designer's color picker.

I'm sampling Color ID map (baked in Designer) from 2D View set to Raw (ACES) color space, which theoretically should show me linear color values. Indeed, the information pane below the texture preview displays correct values. For example, the linear color value of my arbitrary cyan color shows as raw HSV(0.5, 1, 1), which is the same as point color data that I manually set in Houdini for this primitive group.

However, color picker returns a value of HSV(0.5, 0.690178, 1) for this particular color. Generally speaking, all color values are skewed in one way or another by the picker, whether I pick them up from RAW or sRGB preview color space. To fix this I need to type-in the appropriate color manually.

Is this a known problem or a user error on my side?

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SubstanceSubstance - Discussions - Google Captcha
 on: March 02, 2019, 02:51:56 am 
Why exactly do we need to provide a FREE training to google AI image recognition nowadays when posting a new message?  >:(

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I have this height map of stacked pebbles which I'm generating with Tile Generator. I'm working on an albedo map at the moment and I'd like to colour each pebble using a set of five or six different colors. I'm using three different Tile Generator input patterns. (pic #1)

What are my options when Tile Generator outputs only a merged map with no additional information? It has no awareness about which pixel belongs to which tile.

In Houdini this case is close to a trivial one. You take a shape, assign a random rotation and scale to its copy target points, assign a piece number which is then processed in a "for" loop. In that loop you deform each piece (rock) and assign it a color from a predefined ramp. (pic #2) This could of course be easily extended with a generation of a height map.

For now I can think of one workaround. Create many more input patterns, each using a specific color for a given shape, and pass all of them to Tile Generator node and its Tile Generator Color "reference copy". (BTW why isn't it still possible to create a true reference copies of existing nodes in SD???). However, available blending modes in Tile Generator Color (Add/Alpha Blend) make the pebbles look awful down the stream, because of clearly visible gray border (regardless of Blend node's alpha mixing downstream).

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A short question. Is it possible to non-uniformly scale a projection stencil?
I have a dozen of leaves to paint and would like to use this basic technique to introduce some variation to their shape without having to create multiple versions of my stencil textures outside of Painter.

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When I have nodes that require geometry-dependent textures, like position, world space normals, curvature (like in Mg_Dirt node for example) then how do I set-up the network so that Substance Painter can recognize the require inputs and automatically assign baked textures from its "Additional Maps" list?

Should I simply create input nodes for them and set their integration attributes accordingly?

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Hi there.
I'm trying to make my assets consistent in terms of materials. Today I tried to drag one of my custom materials from one Painter instance to another, but it seems that it's not allowed. That said, what is the workflow of moving materials, that were created in one project, to another project?
For now I ended up saving the old Painter project one under a new filename. But there surely exist a better way to transfer resources between multiple projects. :)

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Hello.
Is it possible to either use something similar to "trackball" navigation (like Classic Houdini Tumbling method in Houdini) or some other means of banking the viewport camera?

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Hello everyone!
New person on the forums here, but not so new to Allegorithmic's software. ;)
I come with several questions that have been bothering me for some time now:
  • Is it possible to paint on an isolated object? I currently have an asset with three texture sets and one of them is used by multiple objects that are almost on top of each other. I'd like to hand-paint each one of them separately.
  • Common Parameters of Bake Textures have an option to use By Mesh Name matching. I come from 3D-Coat and I understand that this options is Painter's equivalent of 3D-Coat's Use names correspondence for baking flag. Is it safe to assume that if object names in my low-poly and high-poly files correspond to each other I can empty the High/Low poly mesh suffix text fields? But what about cages? If cage meshes have names corresponding to low-poly and high-poly meshes, will they be used by Painter if By Mesh Name option is selected?
  • Is it possible to preview a selected texture in a full-screen mode, or in some sort of a window like in Designer?
  • I understand that UDIM/multiple UV tiles is not supported at the moment. Is there and E.T.A for this feature? Being able to bake UDIM is very important to me. Also, will Painter support textures of a resolution greater than 4096 square pixels?

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