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Topics - volker

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Substance PainterSubstance Painter - Discussions - Painter -> Marmoset Toolbag
 on: February 15, 2017, 10:31:08 am 
Is there some way to automate the process of transferring a model with textures from Substance Painter to Marmoset Toolbag 3?

I have a model with 28 separate Texture Sets in Painter, and would like to have that textured model in Toolbag 3. Do I need to assign each of the 141 textures in Toolbag manually to the materials, or is there a way to assign the textures automatically?

I just started using Painter 2.4.1 again after a while, and noticed that the exported maps from my model are mirrored vertically for some reason (Redshift export preset).

Is there some reason/ setting for this, or is it a bug?

Substance PainterSubstance Painter - Discussions - Texture sets question
 on: August 15, 2016, 04:55:22 pm 
I have a very stupid question concerning the output of textures in Substance Painter.

What I mean is this. I have an asset (a cabinet) that I have modeled for a pc game. The cabinet is composed of 25 separate sub-objects (the different boards, drawer, doors ect).

I have a lowres object and a matching highres one that I will use to bake the different maps from (each lowres sub-object has an appropriately named highres object so I am able to bake normals/ occlusion with the 'match by mesh name' features).

The UVs of the entire cabinet are in the 0-1 UV space. Now the problem:

In Painter I now have 25 objects in the TextureSet list that I can texture separately.

Now if I click on Export -> Textures, Painter will obviously output 1 separate texture set for each of the 25 objects, resulting in about 100 separate texture files. Thats not what I need.

What if I want to bake all the texture sets down into just 1 texture set (1 albedo texture file for the entire cabinet, 1 texture file for normals ect)? Is this even possible in my case? What would be the setup?

I can of course just combine all highres and all lowres objects and control the texturing with masking, but I will then not be able to use the 'match by mesh name' features to avoid baking artifacts.

Substance PainterSubstance Painter - Discussions - Symmetry offset
 on: August 12, 2016, 01:29:59 pm 
I have a character that is entirely symmetrical, except for the hair. Because of this, the symmetry axis is slightly off center. Meaning, I cannot texture the model with symmetry active, and have to texture the hair in a separate file.

I found a thread from 2014/15 where this problem is mentioned. When will this be fixed? It can't be too hard to just add world space symmetry, or make the symmetry plane position adjustable. This is a real problem!

There is a (small) problem with the wireframe display in Painter 2.1.1. When I activate the Wireframe checkbox (Viewer Settings) and then de-activate it again the object is still displayed with wireframe in the viewport. The checkbox has no effect anymore.

Its still possible to pull the wireframe opacity down to 0, so not a big deal. To make the wireframe checkbox work again I need to restart painter.

Substance DesignerSubstance Designer - Technical Support - Displacement
 on: April 15, 2016, 04:21:54 pm 
How do I set up the nodes in Substance Designer so a displacement map is displayed correctly in the viewport? I cannot get this to work, and there are virtually no tutorials on this to be found on the net, or I cannot find them.

What I did was this:

- created a new output
- added usage 'height' to this output (or do I need to set this to 'displacement'? Doesn't work either way)
- in the the 3D view, made sure that Materials -> Default -> Definitions -> physically.... -> Tesselation is activated
- connected a procedural noise to the new output node

and... nothing happens in the viewport. I can adjust the tesselation factor and it ups the poly count, but there is no displacement of geometry.

What do I do wrong?

It's not really possible to use the clone tool to hide UV seams, right? I mean it is kind of possible, but I still get clearly visible (normal map) seams when cloning across UV shell borders that are impossible to eliminate. The seams are less visible after cloning, but can still be seen.

I'm under the impression that it actually got worse with 2.03.

Could I be doing something wrong?

Newbie question: Is it possible to bake only self-occlusion for a specific object in Painter? Meaning, no other objects in the vicinity cast any occlusion onto that object? What settings do I adjust?

Is it only possible to do that when a matching highres object is loaded in the 'High Definition Meshes' list?

I have not been using substance painter for a very long time, so it might be user error. What I have experienced though is that the texture export preset for Redshift seems to be incorrect for metallic materials.

When I have an object with completely metallic material in substance painter and export the textures for it using the Redshift export preset, the diffuse texture for that object will be (more or less completely) black. When I render that object in Redshift (XSI), the metallic part is completely black also. I need to unplug the diffuse texture in order to be able to render it in a metallic appearance, the diffuse texture must not be black.

This is a problem if the object has multiple sections with different materials on it (my object is a hammer - single object - which has a metallic part and a plastic part - the handle). I need to invert the part of the diffuse texture that will be displayed on the metallic part of the object in Photoshop manually.

I'm trying to figure out how to bring textures generated with Substance Painter into XSI and render the object using Redshift.

The question is not really Substance Painter specific, rather XSI specific, but maybe someone can help anyway since it offers a Redshift export config.

I'd like to know if there is some way to import the textures into XSI and connect them to the appropriate objects and material inputs automatically.

I'm asking this because if the textured object has many separate mesh pieces, with 6 or 7 textures each, it is a real hassle to connect each texture to the correct shader input manually.

I'd be great if there was some automated way, some plugin or such that creates a separate Redshift material for each object, connects the correct diffuse texture to the diffuse input of that material ect.

(PS: it would also nice to know the reason why I have to change my display name here in the forum each and every time I visit. It always resets to my real name)

I have tried the newest painter version with Windows 10 (Geforce GTX 680/ 355.60 driver) and have encountered a severe issue.

Imported a new obj and worked on the materials. Created a new group in the Layers stack, renamed it, created a new fill layer. When I now try to drag-and-drop the new fill layer into the group folder the entire system crashes. Nothing works anymore, screen freezes, mouse doesn't move, can't press ALT + F4, nothing. This is reproducable, it happens each time I follow the above steps.

I need to pull the plug and boot into Windows again.

Each time I try to open a project in Substance Painter 1.3.3 (same with 1.3.2), it crashes with the following error message:

Windows 10 Technical Preview Build 10049.

Probably has to do with Windows10, files opened fine in Windows 8.1 on the same system. Just wanted to let you know there are problems with Painter and Windows10/ nVidia drivers.

I'm a new user with Substance Designer, and am experimenting a bit with it (and watching the youtube tutorial videos).

I have created a very simple mesh object with UVs in an external 3D application and am applying a ground dirt effect to it (as illustrated in this tutorial: ).

The problem is that there is a very harsh seam visible (where the UV seams are):

Is there some way to prevent this? Or is the effect presented in the above video just a very simple 2D kind of effect?

I'm thinking about getting the commercial version of substance designer and have a question that might be a bit stupid and probably has been asked before. It's concerning the fact that the maximum resolution for textures in substance designer (and as it seems also in substance painter) seems to be 2048x2048 pixels.

Whats up with that? Maybe someone can explain.

I assume that, don't laugh, substance designer is aimed exclusively at texturing game assets? Its not about texturing highly detailed assets that can be used e.g. in feature films (or for TV commercials in my case)? Can it work with and output textures with a resolution of 4096x4096 pixels or higher?

Can substance designer handle models with multiple UV tiles? When I take a look at tutorial videos they always seem to work with one single texture and one single UV tile.

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