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Topics - michael_11

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Substance PainterSubstance Painter - Technical Support - Wacom Pen Buttons
 on: March 23, 2018, 10:09:08 am 

no matter which changes I make to the wacom pen settings (assigning right and middle click to the two pen buttons) - it doesn't affect the viewport navigation in substance painter.
Seems like the mapping is locked.

what am I missing here? thanks for your help!

why don't we have a substance source button in substance designer, like in substance painter?

As the title says - In my experience, in Designer, it is taking a lot longer to load highpoly geometry during the baking process, compared to Painter.
It seems to be the triangulation, that is taking ages, compared to Painter.

anyone else experiencing the same? any explanations?

I was looking for a tangent space plugin in Substance Painters settings - does Painter has this option, or is it not available?

Which brings me to the question about the difference between Painters and Designers bakers: What's the long term strategy for these two, are they going to be synced (same features, same outputs)?

wouldn't it be nice to be able to export texture sets as substances (sbsar) from Painter?

like a substance material, with pbr outputs

the reason I am asking is that I find it more comfortable to manage substances than to manage textures (i.e. 1 sbsar vs 5 pbr textures)

just wondering: why doesn't the colour version of the tile sampler have a max blending mode? is there a technical reason for that?

i.e. for Vincents grass blades tutorial ( - I am using the tile sampler instead of the fx map), it would be cool to be able to randomize colors for the individual blades

would that be a feature request?

SubstanceSubstance - Discussions - uservoice
 on: April 21, 2017, 10:12:46 am 
I just wanted to post an idea at uservoice

then I got the message "You've used all your votes and won't be able to post a new idea, but you can still search and comment on existing ideas." and the field, where I entered my idea, was reset

this sucks

why would I need votes to suggest a feature?

Substance DesignerSubstance Designer - Feature Requests - Wave Pattern
 on: March 28, 2017, 12:56:36 pm 
I wonder, if there is an easy way to create a wave-like pattern:

if not, this would this be a good addition to the existing shapes

would be cool to have a node, that compiles code into a bitmap, let´s say you take this dragon curve transformation

P = (x, y)
w{1}(P) = (-0.5x + 0.5y + 0.5, -0.5x - 0.5y + 0.5)
w{2}(P) = (0.5x + 0.5y + 0.5, -0.5x + 0.5y + 0.5)

and you get something like this as a result:

basically a way to visualize math/algorithms... especially self simliarity ( would open so many doors when it comes to pattern generation


what's the easiest way to export the TextureSet normal map, WITHOUT the baked normal information?

I would like to create a custom configuration, that exports 2 normal maps:

- the baked normal map
- the normal map, that results from the paint layers (height + normal, without baked information)

so I can compose them in photoshop to my liking

thanks for your help!

Substance DesignerSubstance Designer - Feature Requests - Weighting
 on: January 18, 2017, 11:37:47 am 

are there any plans to add weighting (weighted tangents) to the baker of Designer/Painter?


I am trying to use the leaks or dripping rust nodes to create... guess what... dripping rust

but unfortunately I can't get a decent result. I am using a plane and a normal map with some scratches plus a gradient for the position

but the result doesn't seem to be related to the inputs

is there a dripping rust or leaks example available somewhere, or could somebody point me to a tutorial?

cheers in advance,



the weakest part of substance designer is its connection to photoshop.

a way to adress that issue would be to create a node that reads a photoshop file and creates an output from each photoshop layer, non-destructively. if the layer has a mask, why not offer a second mask output.

atm, if you edit a layer in photoshop, the ouput of the linked photoshop file gets updated as well. but if you i.e. add another layer in photoshop, this is beeing ignored.
would be great, if that "photoshop node" would simply get another output added in such a case, named like the layer in photoshop.

so while editing layers in a photoshop file, that is linked into substance, is non destructive, adding layers in photoshop is not reflected. and this is quite a limitation, that shouldn´t be necessary, imo


I am having this suspicion: when I am using 1k or 2k texture set size with 4k baked textures, and I am adding generators or so, that are using the baked maps, it will use the 4k maps (instead of downsized versions, that are matching the texture set size) to generate the effect.

at least, my substance painter is really slow, when I have baked at 4k, even if I am using reasonable (=smaller) texture set sizes.

If I am right, I´d suggest to create 2k and 1k bake-sets, that are beeing used, once you switch the texture set size to a lower value than the max baked size

If I am wrong, kick my ass  ::)


when I set environment opacity to 0, my background turns black. I am wondering, if there is a way to use a background color?


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