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Topics - keytrom

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I'm trying to bake a single FBX with multiple objects coming from Max. The high subdivision version is another file where the objects have identical name. If I use this high res version as HR target in the baking the baking will be OK but with the typically problems of geometries too near as normals will be calculated with all objects together. It doesn't matter I use match always or by name.

Then I follow the instructions and I rename all objects with sufixs  _low in the main FBX and with _high in the high res FBX expecting to see the baking done individually in all objects. This doesn't happen and again the full object is calculated, with match always or by name.

What I am missing here? Also I don't understand why is needed to rename at all. If I use a HR target FBX with the same object names than the low res it should be trivial identify the matching objects.

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Certainly it is not here, that is the two official places posted here:

https://www.allegorithmic.com/substance-ue4
https://github.com/Allegorithmic/UnrealEngine

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Substance PainterSubstance Painter - Discussions - Blending modes
 on: April 14, 2015, 09:13:56 pm 
Hi, I'm trying to understand the blending modes in Painter. I did a test with saturation and seem to work quite different to Photoshop.
In this example the number one tile is always in top and is the only one that changes the blending mode to saturation in the right version. In Photoshop it forces the colors below to match the saturation of the tile 1. Because it is the same saturation than tile 2 it becomes invisible over the tile 2 but not the background that have a different saturation. When trying to reproduce it in Painter the results not only don't match, also I can not understand what is going on and because that it is difficult to use it as a predictable tool. Any help about how this blending mode works in Painter?

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Substance PainterSubstance Painter - Discussions - Moire in fabric textures
 on: January 29, 2015, 04:05:56 pm 
I'm getting a moire effect in fabric textures. It is quite strong. The texture res is 4000 and has a height map, but it doesn't appear like a problem in other programs. I guess trilinieal or anisotropic filtering instead current bilinial? The graphic card is a GTX 970.
Any way to reduce it?  It looks OK when near.  ::)


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