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Messages - joiecito

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Substance DesignerSubstance Designer - Discussions - Re: 2018 release
 on: March 19, 2018, 08:59:44 am 
Yes, I focus on VFX tasks, so that kind of UV mapping is perfectly fine if you use it wisely LOL

Substance DesignerSubstance Designer - Technical Support - Re: SVG Export?
 on: March 15, 2018, 01:26:29 pm 
My knowledge in that matter is NONE LOL
But, hey, it is a feature to be considered for future releases of designer! :)

Substance DesignerSubstance Designer - Discussions - Re: 2018 release
 on: March 15, 2018, 01:23:11 pm 
Will it be possible to use UVs that go accross several UDIMs?, that's usually a problem in Mudbox for example.

Substance DesignerSubstance Designer - Discussions - Re: 'Ripped' Node
 on: March 15, 2018, 01:20:52 pm 
I haven't tried on designer, but, in other programs, usually is done by mixing two noises with different scales or octaves and shrink the levels after that.

Substance DesignerSubstance Designer - Technical Support - SVG Export?
 on: March 14, 2018, 01:01:13 pm 
Hi there;
I was wondering if, since I can create a new SVG file from scratch inside Substance Designer, I could save that SVG out?.
Or I guess that SVG is actually saved somewhere?, Where?.
Thanks in advance.

Hi there;
I'm still learning so bear that in mind ;)
I want to create a 32bit float exr height map. I want this because that format allows for real measurements displacements without trial and error proces. So, if I want a pixel to displace 1cm, I just have to apply the desired amount of white and that's all.
  • How to do that in Substance Designer?
  • I have to put the 32bit float color space since the very first node in the graph so it propagates through the rest of the nodes?
  • I can just do the height map as usual and, in the end, apply a node to put the color levels in 32bit float?
  • Is it just a matter of putting the output node in 32bit float mode or something?
  • Am I completelly lost in this matter? LOL

Nope, it was a substance designer showcase.
In fact it was nothing related to the creation of the stitches, they talked about designer and how they used it for those bag renderings. But I guess the guy who developed the stitches tool was so proud of his work that he started to dig into that tool and the nodes he used to make it. It was really cool.
If I remember well, I watched it on youtube, but I can't find it anymore, even on my watched videos list.
What a pitty.

Any news on this topic?, I really like the idea.
If you could help me, I remember watching a substance demo years ago of this people:

In that demo, the guy show how they did the leather stitches and did exactly what we need. Just do a stitch and, with the help of a kind of UV map, the stitches followed the contour of the leather, all procedurally.

It was amazing but I can't find that video anymore. Do you guys remember it?

Thanks inadvance.

Hi there people;
I just wanted to ask you about a feature I kind of miss in Designer.
I would like to know if is there any reason why you can't choose a file format for every output of a graph.
For example, I would like to have all outputs exported as 8bit TGA files and just the height output as a 32bit float EXR.

Another question. I've made a couple of tests and it seems the output of the EXR files is clamped to 0-1 range. The HDR file is not clamped as expected. Is that intentional?. I would like to export height maps in float exr only if they are not clamped of course.

Thanks in advance. I'm trying to learn.

Substance PainterSubstance Painter - Discussions - Painter to BabylonJS
 on: April 20, 2017, 05:22:30 pm 
Hi there;

I'm trying to replicate what I've done in Painter in BabylonJS with its new PBR material.

In short, I don't know what to do with the metallic texture, because if I put it in the reflection color, a plastic surface won't show any reflections at all...
I'm refering to this (which explains it all):

Any ideas are greatly appreciated. And, hey, a export template would be AWESOME ;)

Thank you very much.

I ellaborate a bit more my idea in this thread ->

Hi there and thank you for your help, much appreciated.

That's, indeed, what I did, two textures.

But that forkflow is kind of cumbersome since you will be populating your shelf with a large number of textures that you could divide by a fraction IF you could just use a layered PSD and be able to choose which layer you want to use in a specific brush channel...
Are there any plans on support layered PSDs (or other layered formats like TIF or EXR) in the future?.

Thanks in advance.

Hi there;
I hope you have a workaround for this one ;)
I may be wanting to do a simple thing but in a wierd way..., I'm a bit noob with Painter.

So..., I want to do a tool to lay some screws, bolts, nuts or whatever you want to call them, but I want to paint them directly on the material because I don't have them on the high resolution model.
So, I have a height map of the screw heads, but if I put them on the alpha of the brush, I get the height but the screw itself is semit transparent based on the height information.

The situation is like this, I need:
  • a Height map to give some height information
    a solid white map to put the metal material of the screw

Any ideas or pipeline examples?.

Thank you in advance.

That's exactly the same situation I'm facing...
If I have a PSD file (or whatever format with alpha channel) with the height information on the RGB channels and an alpha, How can I make the brush to take the height map from the RGB channels but take the alpha channel as opacity?.
That way I could do the stitches with the height map and make them with another material with the alpha channel.
Thanks in advance for the help (althou nobody answered JabbaTheNut).

Well, let's say this stone wall is just a part of the object. But yes, it will have thickness of course.
But my main question is still unanswered, and that is the best way to have each texture variation for every single brick.

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