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Messages - benmilette

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Yeah, in the 3D view under materials, then under shaders, switch to the pbr shader, it defaults to just relief


I posted a quick Grow/Shrink Mask node in the showcase section if you're interested,3630.msg16820.html#msg16820

Substance DesignerSubstance Designer - Showcase - Grow/Shrink Masks Node
 on: January 04, 2015, 11:44:05 pm 
Hey everyone,

Some people were asking for an easy way to grow and shrink masks, so I thought I'd make a quick one. I'm sure Allegorithmic's will be better, but in the interim, this one works ok. I included controls for the size, a toggle to grow or shrink, and a Quality setting as well.

I would prefer to use whichever material set will be best suited to an Unreal Editor workflow. If its easier for me to go into UE with metal/roughness then I'll use that.

UE4 uses Metallness/Roughness, so export those out from Painter. UE4 uses the exact same maps as Painter so you don't have to invert anything in the editor. To get Painter maps into Toolbag, make sure to click the "Specular Map" list box under the Reflectivity tab and switch it to Metallness, and invert your Roughness.

Inverting simply means I need to drag the slider all the way in the other direction to get a similar result.

I don't believe this is inverting the map, I think that's removing it all together. To invert there is a small button below the sliders.

Instead of "Roughness", Toolbag uses "Glossiness" or "Microsurface", which is the same map just inverted. Try inverting in Toolbag, should do the trick.

Also,  you say
while the rest of the model is almost completely reflective or the metallic map not being at all accurate to what I see in SP.   

Are you using the Metallness/Roughness workflow or the Specular/Glossiness? The Toolbag pictures show a Spec Map being used, not Metal?

Substance PainterSubstance Painter - Showcase - Rotate Materials
 on: November 24, 2014, 11:50:12 pm 
Hey everyone,

I've created a quick substance effect to rotate layers in Painter, here it is if anyone wants it. Just import the substance, then right click your layer and add it as an effect. Works on fill layers, painted layers don't work as well.

Sure thing Wes, I'll put the some pictures and the project in a zip.

I have set both the metallic and roughness maps to linear in Unreal, but after playing with the light intensity in Unreal it seems that that was the problem, the bright light was highlighting the "border" and blowing out the colours. First image is painter, second is default Unreal FPS, third is Unreal with a light intensity of 1.


I seem to have a problem where Painters adds a white border around anything placed on top of a metal that doesn't have the exact same roughness and metalness as the metal underneath, aka. placing dirt on a metal is not possible. In UE4, the white border is much more noticeable than Painter and Designer, but all three do show have this weird border.

Substance DesignerSubstance Designer - Showcase - Re: Hex Tiles
 on: October 31, 2014, 12:49:48 am 
This works really well, thanks for this!

It looks like you need to set a folder or location of where to save the normal map after baking, up at the top right of the baking window.

thanks cl, this is exactly what I needed!


I experimented a bit to get a Mask Substance and this minimal setup works (sbs and sbsar are attached).

hey, this works really well, but would you happen to know how to add in another image input, like how the mg_dirt uses curvature and ambient occlusion maps? I've tried all sorts of naming conventions, but nothing seems to work. Thanks!

Resolution set to 4096, quality at medium 16 spp, using the oceanus sample. After the first compute, painting seems the same speed as 2048, but without using the Height map. Adding in Height seems to make every stroke be computed.

CPU : i7 - 4700mq 2.40 ghz
GPU : Nvidia GTX 765m
RAM : 8 gig
Windows 7

Substance DesignerSubstance Designer - Showcase - Metal Grate FX Map
 on: August 01, 2014, 07:57:20 am 
Hey everyone!

After watching the tutorial videos on FX Maps in Designer, I've been dying to dive into creating some. Here is my first one, took me about an hour, it's not bad for replicating the kinds of metal with safety metal bumps. It's just the FX map, I'm planning to make it into a material tomorrow. Here are some shots and the sbs, feel free to use.

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