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Messages - jdicesare

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Substance PainterSubstance Painter - Discussions - <3 Clean Project <3
 on: September 20, 2014, 10:16:01 pm 
just noticed the nice new addition in the latest update:
Menu File>Clean Project...
Great way to clean out extra resources that are no longer needed in the project file!

Curious now; is there a way to merge layers as well?
I'd love to merge down or collapse folders into a single layer.
Also, the ability to commit (apply and delete) the levels effect layer may come in handy for some cases, too.

Just wanted to update my own post with a solution and a bit of basic information I came across on the Polycount Forum, just in case someone has a similar issue, or comes across this topic in the future:

Normal Maps: in linear space (sRGB should be off, un-checked)

Micro-surface Maps: Usually linear (but this may vary depending on your workflow. sRGB should be off, un-checked )
   Note: there is an option to invert the map if using a roughness map in this slot.
   Marmoset micro-surface expects maps values as:
White = On (glossy, sharp, tight spec highlight) 
Black = Off (rough, soft, wide spec highlight)

Albedo Maps: (This is called Color Base in Substance Painter)  sRGB should be checked on.

Specular Maps: usually gamma space as well so, sRGB should be checked on.

I haven't worked with a metalness workflow yet, but in general:
Gamma Space (8 -16bit):  sRGB should be checked on
Linear Space (32bit Float): sRGB should be off, un-checked

Hope this helps.


Thanks! Using .tif format, and that seems to be fine with my other maps, but I'll run through using .psd to see if that helps.
I think my particular issue is more related to a workflow theory rather than a specific glitch. (Knowing when and if to check sRGB in Marmoset with L32F normal maps generated from Substance Painter, and the best map export settings from Subpainter to Toolbag)

Oops...I realized that I posted this to the Substance Designer forum area....sorry, Designers.  :-[
I'll see if the moderator will move it for me to right area in the forum


I have a question about image bit depth for normal maps exported from Substance Painter to Marmoset Toolbag2.

When working in SubPainter, I have loaded my normal map (originally generated from Zbrush) along with my mesh.
Painting along just fine and added some details in the height channel, knowing that the height details will be blended with my base normal map on export.

So far, so good, and I exported the normal map at the default L32F bit depth.  (knowing this will be exported as linear colorspace). The maps blend perfectly, and all looks good. (as expected, a bit washed out due to the linear color space viewed on my RGB monitor)

Now, once in Toolbag2, I thought I should make sure that sRGB is Unchecked, since this is now a linear image.  Unfortunately, the results were not as I expected them to be, and the effect only matched the effect seen in SubPainter when the sRGB flag was checked.
Hmmmm.... :o
So, when I went back to SubPainter and changed the flag to sRGB16, I noticed that my height information did not show up in the exported map. In other words, only the original normal map exported without the height details.

So, I guess I have two questions:

Should I set the sRGB flag in Toolbag for all 32bit float Normal images exported from SubPainter?
(I wonder if I'm thinking about this in the reversed way, and Marmoset is converting the image to sRGB when checked)

Is it typical to lose the visual details of the height information when painting in less than L32F set for the Height material bit depth?

Thanks for reading, and thanks for any information you can give on this topic.


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