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Messages - volker

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Substance PainterSubstance Painter - Discussions - Re: uv seam filter leaks
 on: September 22, 2020, 11:48:41 am 
I have a filter for the painter and it generates blur along the edges of the stroke

I don't know what this^^ means exactly (blur along edges of the 'stroke'? What 'stroke'?), but blur filters in Painter are applied in UV space only, so if you need something blurred across UV islands that filter is only of very limited usability.

If you want to export opacity, emissive ect textures, you need to add the appropriate channel for that to your TextureSet first. There is a list of channels, as well as a little + icon to add additional channels, in the TextureSet settings window. If your export preset exports e.g. an opacity texture, but there is no opacity channel in your actual TextueSet, you get an error message.

There are loads of youtube tutorials that you can - and should - do first for basic functionality like this.

It is intended to work this way. If you set up your scene using multiple materials/ TextureSets, you cannot merge them upon export. You need to either combine the exported textures afterwards manually, use a tool ( , not sure if this still works with new versions of Painter though), or set up the scene so it only uses 1 TextureSet in the first place.

Could be multiple reasons... post your baking settings. Do you use an ID map to define where the buttons are? Do you use match by mesh name to bake normals/ occlusion? What is UV padding set to in the TextureSet settings?

Substance PainterSubstance Painter - Discussions - Re: Stitch tool?
 on: September 15, 2020, 02:38:16 pm 
You can do all that with the Brushes -> 'Stitches Small' brush.

Substance PainterSubstance Painter - Baking - Re: Bake Mesh Maps problem?
 on: September 10, 2020, 10:48:31 am 
have no idea what all the settings do

So? Do tutorials and learn it!

What does the curvature map look like on the model? Upload the model somewhere, I will take a look at it. From that screenshot alone noone will be able to help you.

If you need more texture resolution, split the UVs into multiple UDIMs.

You do not want ngons in your model. Painter will triangulate the model upon import, and there is no way to control the way it is triangulated (which might differ from the method used in the modeling/ rendering application), leading to texture distortions later on. Best way is to triangulate the model yourself in Blender, and import that into Painter.

You need to assign the materials to a separate highres mesh of the hand (simply use the same mesh saved as a separate OBJ/FBX, but make sure it has a separate material assigned to the fingernail polygons) and load that in the baking window in the project of the original hand you are texturing.

Then, in the ID baker options, select 'Material Color' as the Color Source.

If you squint your eyes a little bit, the pattern on the screenshot kind of looks like North America, with the area of Los Angeles/ San Francisco circled in blue. Or something. There is no other information in your posting that I could use to draw any conclusions about your project, the problem, or to help you any further unfortunately.

You could create separate UV islands for the fingernails and then just fill those with a single click (make sure you have set UV padding to 'UV space neighbor' in the TextureSet settings if you want a clean edge).

Or assign a separate material to the fingernail polygons of the highres model (in Maya or whatever you are using) and bake an ID map from that in Painter.

Can you share the geometry?

Substance PainterSubstance Painter - UV Tiles - Re: UDIMS workflow
 on: August 28, 2020, 03:12:49 pm 
Did you create the project using the new UDIM workflow? Judging from the screenshot you also have moved UVs into negative UV space, which is not something you can do for Painter.

Substance PainterSubstance Painter - Feature Requests - Link values
 on: August 28, 2020, 11:40:03 am 
Example: Lets say I have a logo that I want to apply to an object, I put it into the base color slot of a fill layer, and select 'planar projection' as projection method. Then I use the manipulator to position, rotate, and scale the logo into place.

Now, I would like to put the fill layer with the logo in it into a group, apply a mask to the group, assign a fill effect to the mask, and put a black-and-white alpha image (that fits the color image of the logo) into the fill effect to mask away parts of the logo in the group.

How do I fit the alpha image/ fill to the logo in the other fill? All I can think of is to copy each value in the projection settings manually from one fill layer to the next (9 values total) so both (planar) projections match up. Just to repeat the process if I need to change something.

This is tedious work. It would be very helpful if you could link certain input fields together. The possibility to press a button, and have the projection settings of one fill layer copy all values of the projection settings of another fill layer (or fill effect).

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