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Messages - litote

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Substance PainterSubstance Painter - Discussions - Environment map resolution
 on: February 16, 2020, 09:05:47 am 
When I show the HDRI map in the viewport or Iray it seems to be very low resolution (pixelated). Is there a way to improve this with a setting?

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"Soon" being a relative term, of course. It is incredible that this is not a feature, being such an obvious requirement that has long been available even in most non-paint specific apps.

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Is there a way to save a colour you have chosen so you can easily switch back to it when painting? I see no option to add it to a palette like in other apps.

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Thanks Jeremie.

BTW, is there some way of saving a colour so you can select it again -- like the colour palettes of other apps? My current method is to write down the colour values and type them in.

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I want to delete some textures I imported to a Project shelf tab. I can't see an option to remove them -- is it possible?

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Matt Wesney: I disagree that products sell themselves. If no one is aware of them, they will stay on the shelf. Hence my request for a way to get them noticed.

Eggfruit: Thanks I'll investigate that platform. I already use ArtStation, but I don't have a Pro site so can't use the new marketplace.

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My solution is to add a Levels node after the converter node and click Auto Level, then drag the bottom black Level Out Low knot to the right t match the shades, e.g. 0.9.

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Don't worry DEA, I don't mean that kind.

Can anyone suggest how one might go about selling Substances they have created online? I currently list mine on Gumroad, but getting the listing noticed is a puzzle I have yet to solve. I have also tried UE/Unity marketplace, but they are agonizingly difficult to deal with.

BTW, if you are a Blade Runner fan, you might find this Substance of interest:
https://gum.co/AdfFr

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if your material contains metal then yes you need to use the pbr converter, setup is as you describe it: feed it color, direct X normal, roughness and metallic and it'll give you the correct diffuse/spec/gloss maps.

if your material doesn't contain any metal you can simply invert your roughness map to get the gloss map, diffuse will be the same as base color and spec will be a flat 59 value gray. If you're unsure simply always use the converter.

Thanks, the problem is the inverted roughness map does not invert the way I would like. The white-grey map inverts so white becomes black, but what is needed is the white-grey to reverse to grey-white. I can manually adjust this by using a levels node as well.

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Yeah, you can just create some new outputs and have one graph store info for spec/gloss and metal/rough, if you're using a sbsar directly then you just have to make sure you set the Usage in the output nodes to the correct map slots.

Thanks.

Am I right that the glossiness map corresponds to the roughness map, and the specualar map corresponds to the metallic map?

Also, the roughness and glossiness maps look as if they are exactly the same? From what I have read, with gloss maps, bright values typically define smooth/glossy surfaces, while roughness maps typically use bright values to define rough/matte surfaces/ So do I need to invert the map somehow?

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I guess if you need to do that a lot you could create a custom export configuration.

Is that simple to do? How?

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I created a graph using the Metallic/Roughness mode originally for creating the correct type of maps for UE4.

Now I want to create the correct maps for other game engines that use the Specular/Glossiness type, like Cryengine and Unity.

Do I just need to output Specular and Glossiness maps and repackage them with the other maps I have already exported (base color, AO, normal)?

If so, do I just add change the Metallic Output node to Usage: glossiness in the attributes, and set the Roughness Output node to Usage: specular and then export those two maps? Is it that simple?

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I have created a graph using the Metallic/roughness workflow.

Is there a way to export maps from the graph that use the specular/glossiness type?

Do I use the BaseColor/Metallic Roughness converter? I am not sure how to use it. Presumably just connect the appropriate inputs from the graph to the node and then the nodes outputs to the Output nodes? The documentation does not seem t show an example of the setup. A picture would be helpful if someone could post the proper setup.

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Did you find a platform and a means of getting attention for sales? Any success?

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If you are a fan of "Blade Runner" you might find this Substance I created of interest... images of some of its incarnations are on my ArtStation site, with a Gumroad link if you wish to purchase it:
https://www.artstation.com/artwork/Broo4

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