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Messages - bluicat

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16
Hello,

Is there a way to import and create multiple materials if I have names and rgb values in an excel spreadsheet someway?

ie..., I have the names and rgb values of a manufacture's paint and I want to make color palettes creating multiple matte paint materials where all I need to do is save as a new name with new rgb values in the float 3 dialogue box.
I am trying to see if I can do in a multiple method way, over doing this in a painstaking way for each color - and or 1 by 1.

Please advise,

Thanks!

17
Hello,

I am in the process of creating a paint library and I want to have all of the colors like 150 of them in (1) group then export them to UE4, instead of having 150 Separate material colors to be instanced etc...., 

Is this possible?


The idea is to be able to open the (1) matte paint material in Subatance Designer then have the remaining 149 colors in an exposed parameter list,  then drill down to select/switch to any of those paint colors?

In addition:

I would also like to be able to neatly import same into UE4, where I would have (1) color line with 150 paint options that could easily be instanced as needed in a more organized fashion in a UE4 material folder. The list of generated maps for the material, material instance, and substance parameter file is too much stuff to look at.  I want (1) material and a list of colors that would only extrapolate when I choose to select and apply them to meshes.

If doing basic paint materials as above, would it be better to do in MDL format instead of PBR?
In MDL would I have an easier option to be able to select paint choices under (1) group than above?


Please advise.

Thanks!

18
Hello,

I am trying to change the downloaded matte paint base color from substance source to a manufacture's color using a .png.
Every time I try to change the copied matte paint graph background color to the .png manufacture's color it does not show up in 3d view instead I keep getting the default red cube.

Please advise on how to Simply change a substance source matte paint color using a manufacture's .png color file.
Please note I do not have exact rgb values only the .png color.


In Addition, Where I do have the rgb of the manufacture would I simply save the downloaded matte paint as my new color name, then simply change the color float value of 3 to my rgb values?  (Please note that when I copied the original matte paint graph into my new package/color/graph the cube turned red and the original matte paint is white).
I don't know what happened with copying and I would prefer to simply save the original as my new color and change the color via both ways .png and rgb. 

Please advise best way to do this I have a whole list of paint colors I want to add to my library.


UPDATE:
I simply save as a new matter color name then change the attributes color when I have the rgb information.

Now all I need is how to modify the colors via .png connection.  My guess is use the color picker if a .png color does not connect well with the uniform color.  I am not able add/edit the input or blend to the Substance Source Uniform color, where I would connect a 2048 x 2048 color bitmap .png.

Thanks!

UPDATE 2:
My issue was simply solved via replacing the uniform color with the .png and resetting the color ms to smallest amount for efficiency. 
Problem solved.

19
Hi,

Thanks for any insight on this?

I want to draw a pattern with multiple shapes for (1) ornate tile in Photoshop then export that tile using their 3d tools and UV generators, and I don't know if these can be directly imported into Substance Designer with separated color ID channels?
Does anyone know or has tried Photoshop 3d tools and generated UVs that work in Substance Designer to further develop complex tile patterns with color ids for patterns?

I would rather draw complex shapes in Photoshop then import them into Substance Designer, where I can apply different colors to each pattern?

Please advise on how to go about this?

Thanks!

 

20
Hello,

I am using Substance Player to export .sbsar materials and plan to plug directly into Arnold Surface Material without using the Substance to A method.  I am doing this to future proof the materials in case there is ever an issue with the Subtance map 2. 

Question is when I export these materials I downloaded from the source would I use the base color or the diffuse map export to plug in to the Standard Surface Arnold material base color?

Please advise and Thanks in advance.


21
Hello,

I am creating an Arnold material library via Substance to Arnold plugin Conversion, and my material map shows black in the Arnold material Preview window and when I add it to the library.
 
Please see attached Converted Substance Source Arabesque Tile Wall Material and notice how the Arnold material is black.  I would like to be able to see the new Arnold Materials in the Arnold Standard Surface Map Preview window and also when I add it to the library so I can see what the material looks without having to drag it to the views.

Please note that it does render correctly thankfully. 

Thanks in advance!

22
Hi Wes,

Finally thank you!

Do you know when there may be a Redshift3d plugin like you have for Arnold?

I decided to create (2) material libraries (1) Arnold and (1) Redshift3d.

Since you have the plugin for ARnold I am starting with that.

I figure it's better to wait and go with Arnold for now.

At some point I really hope that I will have both material libraries, so I can compare for myself which one to ultimately use before I upgrade old computer.

Thanks!

23
Hi,

The issue was with the material. Somehow I got some of my original substances mixed up with the source materials.  Now when I use a Source Material and the plugin works perfectly once I uvmap the object.
The only thing is the Arnold materials preview is showing all black even though I do have the legacy map checked in Arnold Render.

Thanks for your help!

Best!

24
Hello,

Is there any simple way to take an existing .sbs material in Substance designer and convert/export to be an Arnold material?

Thanks!

25
Hi,

I thought the problem was that I was loading from my database and it's the Substance Plugin does not connect all of the maps when I import my .sbsar map in to the Substance2 node and select Substance to Arnold I only get (1) connected node and that's the normal map.

Please see attached and notice how the only generated connection is the normal map to normal.

I almost wonder if its the Arnold Standard material and not the Standard Surface that could be causing the issue of not all of the nodes connecting?

Thanks!




26
Hello,

I loaded a ceramic tile .sbsar material into the slate editor substance2 node map and I don't know how to connect/convert this to an Arnold Ceramic Material in the slate editor?

Please note that I downloaded the latest plugin for 3ds Max 2019.


Please advise,
Thanks!

27
Hello,

I loaded a ceramic tile .sbsar material into the slate editor substance2 node map and I don't know how to connect/convert this to an Arnold Ceramic Material in the slate editor?

Please advise,
Thanks!

28
Hello,

Thanks in advance if this can be answered at all in a straight forward manner?

I have both Metal/Rough and Specular/Glossy materials in my PBR library and want to know
how these would be translated with values to Redshift Material plugins to be rendered in 3ds Max 2018 USING Substance Designer Only?


I have been collecting examples from different places and I would really appreciate  a  Straight Forward approach for both PBR material types:

1. Metallic/Rough Settings for RS material 3ds Max 2018.


2. Specular/Glossiness Settings for RS Material in 3ds Max 2018.


Thanks!

29
Hi Jeremie,

Thanks! Good to know.  If the case is that all maps are already downloaded - and I imagine sRGB also  when exported from SD, then if I need the height, rough metalic, and any other non color map set to linear - would this be only done in the 3rd party program material settings?

The materials will be rendered with Redshift via 3ds Max 2018

Thanks!

30
Hello,

Thanks in advance for any help on this.

Where exactly do I set my map to be exported as sRGB?
The only place I see is in the 2d map where there is an icon for sRGB color space?

If it is the case that Substance Designer already exports sRGB then how do I deal with the linear maps? 

Would I simply export all maps then convert linear or color maps in the third party application?

Please advise,
Thanks!

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