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Messages - gosusorai

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16
Randomize Mask seems to have worked. It wasn't earlier. Maybe some dependencies weren't loaded in and it wasn't telling me, but after waiting for a long time before opening the node it seems to have worked.

17
I'm looking to fill the stones in the attachment image with random grayscale values. I tried using the Randomize Mask and Filter Random Grayscale nodes from the community, but neither ones worked. I'm not sure how to begin going about this. I used a splatter node to get the initial shapes and changing the luminance value completely changes the formation of the stones.

18
Uncheck "Apply diffusion" in the common baking settings.

This works perfectly. Thank you!

19
I am baking an ID map for a leaf alpha texture. The ID for the leaf is bleeding into the rest of the UV, making it impossible to select just the leaf and stem. I need it to fill just the part of the high poly mesh. I was wondering how to do this. My purpose is to have the IDs and select them to make the alpha mask for the opacity of the leaf. If there is an easier way to do this than IDs, then that would probably be a better solution. My IDs were working this way when baked in Blender, however it offsets the map and it doesn't line up with the normal baked in Painter, so I am trying to bake my IDs in Painter, but getting this issue with the bleeding.

20
I am wondering why my albedo map becomes muted when importing into Unreal. I tried Color and Linear Color sampler types. I also tried unchecking sRGB for the albedo map, which made the thumbnail match what I was exporting from Substance, but it didn't actually change when used in the material editor. This seems to be a new problem to me, as every other material I've imported didn't have this problem, so I am not sure where my import is going wrong.

Hi,

Can you post the sbs file you are using? I can take a look.

Cheers,
Wes

I got it to work when I use the Substance plugin, but not when I export the bitmaps.

21
I am wondering why my albedo map becomes muted when importing into Unreal. I tried Color and Linear Color sampler types. I also tried unchecking sRGB for the albedo map, which made the thumbnail match what I was exporting from Substance, but it didn't actually change when used in the material editor. This seems to be a new problem to me, as every other material I've imported didn't have this problem, so I am not sure where my import is going wrong.

22
In the first image, the first Blend node is set to Min(darken), the second Blend should be set to Overlay with the opacity set to about half, give or take your liking.  This is one of many ways to do it.  I just opened up a rock mask I have and changed the Cells in the node to give it a bumpier look.  Play with your noise masks to find a look that works for you.  Copy this and paste it and increase the size of the clump in the Splatter settings to produce larger variations.



In the second image is a dirt mask.  The only blend node that changes modes is the third one at the end to Soft Light with a very low opacity.  The other two should have low opacities(sp?) as well but you can make up your mind on where you want them to sit.  The Directional Warps will swirl the "dirt" around all dependent on the noise you use, angle and intensity. 



I am unsure of how much you know about SD and could go into more detail but I think this is a good start.  More than likely Wes or Vince will come around to this post and share their thoughts as well.  They work for Allegorithmic and have been very helpful to me in the past.  I highly suggest that tutorial.  It goes into more detail of what I spoke of here.  I hope this is helpful and I'll try to keep tabs on it when you post your reply.

Thank you for the pictures and explanations. They helped a lot. I used these methods to make some clumps and they look pretty good with multiple variations of the clump height information across multiple splatters. However, I am having trouble getting it to really look like clumped up balls of dirt, they look more like dirt piles/tiny hills. I've been watching through Olguin's tutorials and trying to get an idea, but I still cant find a way to make it really look like clumped balls of dirt as opposed to random dirt piles. Regardless of this, your screenshots and explanations helped a lot and I thank you.

23
How can clumps like the clumps of dirt/soil in the image be made in Designer? I tried use an image input into a tile generator, but I can't figure out how to get the same kind of variation as in the image.


24
It looks like I fixed it. I used the added some supporting edge loops as suggested in the articles and it looks like that fixed it. Thank you for the links.

25
I can't figure out why the normals for the ridges are wavy in some parts. but perfectly straight in other parts. The low poly is a consistent cylinder and the high poly has an even rotation of the ridge going all around it. Why would the top areas have distortion but the rest be correct?

26
I've tried using Designer to bake my normal map, but it always comes out messed up for one reason or another. However, when I bake in Painter with the same settings and meshes, it turns out fine. So, I've been using Painter to bake and Designer for texturing. I'm having problems with these beams, though. When I apply the normal map onto the mesh, it looks different than it does in Painter. There is noticeable stretching and, in some areas, little to no normal detail compared to Painter.

Also, I am running my color map through the tri-planar node to get rid of the seams, but the seams are still there. I don't know if I'm not using it correctly, but I couldn't find anything online that works with my specific setup.

27
Okay. I think I understand most of it. Thank you for being thorough and taking the time to explain.

28
I thought using Match by Name with distance parameters made it so that you don't need a cage? I did a scale of 100 for my obj and FBX export earlier but it didn't line up in my 3D package. In Blender I used imperial units when modeling the low poly. As far as the hard edges go, I thought I made them all soft. In Blender I set the shading to Smooth for all parts. I'm sorry, I'm pretty confused about this. When I watched the recently released Painter tutorials, it said that the distance parameters would create sort of a virtual cage so no manual cage was needed. And I don't understand why the Objs line up with my low poly FBX when I import them into Blender but not when I import them into Painter.

30
I don't know what the scale translation is. That's why I am using Objs. Are you even reading anything that I said?

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