Just a few hours before we officially launch Substance Painter 1.0, so in the meantime, I just wanted to share this little teaser, made by our dear friends at RumbleBox Studios: http://youtu.be/enP0dLh4tzY
Yep, just change its blending mode !
By default the blending mode for the height channel is linear dodge (ldge), just use "Replace" instead.
You should actually probably use the Normal blending mode instead as Replace will replace the height on the whole texture and not only where you painted.
I have a question. There is a shader with a specular map?
Not yet, we are working on one for the next update but I'm sure someone else will come up with a custom one before that as the shader system is pretty open and documented.
Well actually I was bored and made one
You can grab the PBR Spec/Gloss shader HERE.
Don't forget to change the Channels in the document settings, delete the roughn ess and metallic channels and replace them with specular and glossiness. Also make sure the specular channel is set to sRGB8.
Well actually I was bored and made one
You can grab the PBR Spec/Gloss shader HERE.
Wow, thanks man. But I think there is some problems with interpreting base color. When it's not white, material becomes extremely contrasty.
Also I have noticed that normal maps baked in xnormal works not properly. You can see a diagonal line on the screenshot of rifle above. Оption with different tangent spaces would be useful.
Update:
Looks like Painter not properly imports normals/tangents from OBJ. This problem was solved by converting to FBX. You can download model with normal map. There is OBJ and FBX generated from it (not exported from original model). Despite this, minor distortions from incompatible tangent space are left. Using Handplane I converted normal map to Maya's TS and it looks fine. Anyway option for this would be useful.
Well actually I was bored and made one
You can grab the PBR Spec/Gloss shader HERE.
Don't forget to change the Channels in the document settings, delete the roughn ess and metallic channels and replace them with specular and glossiness. Also make sure the specular channel is set to sRGB8.
Creative boredom at it's finest :poly142:
Is the shader to be added to....
Program Files\Allegorithmic\Substance Painter\resources\shelf\allegorithmic\shaders ?
In Painter is there away of changing the axis in the scene. For example at work we work with Z as the up axis. |Because at the moment everything i bring into painter is on its side making it difficult to the particle brushes etc. Cheers
Handling a whole new up axis is not an easy task and would require a lot of changes in our engine, I doubt we would support a change like that.
Are you exporting in the obj format ? You could rotate the mesh by yourself before exporting (even scripting it). Also, If you use the FBX file format instead it should handle the axis conversion automatically.
Decided to do an overview of height blending inside substance designer. This is not really a wow artsy tutorial or overview it is a bit on the boring side I know Also first attempt at a video in a while so a bit rocky. It does go through the quick process of how I made that mud texture towards the end.
[vv]109411766[/vv]
Thanks! To be a perfect and truly PBR it needs energy conservation.
Hi Artic, here is the shader with the diffuse shading energy conservation modification.
Substance Painter Specular/Glossiness shader last WIP version: LINK
Remember this is a WIP version, the results can change compared to a future version embedded in Substance Painter.
Been toying around with substance painter and most of the things I'm missing so far to let it replace Photoshop for me have been mentioned sofar except one thing (or atleast I didn't find it until now) :
Please, gives us options for our cursor appeareance I'd prefer a crosshair cursor without the 100% opague preview of my alpha blocking my view on the spot I want to paint
Been toying around with substance painter and most of the things I'm missing so far to let it replace Photoshop for me have been mentioned sofar except one thing (or atleast I didn't find it until now) :
Please, gives us options for our cursor appeareance I'd prefer a crosshair cursor without the 100% opague preview of my alpha blocking my view on the spot I want to paint
Decided to do an overview of height blending inside substance designer. This is not really a wow artsy tutorial or overview it is a bit on the boring side I know Also first attempt at a video in a while so a bit rocky. It does go through the quick process of how I made that mud texture towards the end.
Oh god, I was reading through the SD Master thread and was considering asking you to share the Substance of that texture because it looked so good, and then I'm treated with this, thanks!
Just want to say I LOVE substance painter!
[...]
a few things that can make this software perfect:
1) being able to draw straight lines with the brushes
2) being able to control overlay images in a layer (move, rotate, scale, tile, etc)
3) Keep adding lots of materials and mask generators to match dDo (this will unfortunately make Quixel redundant completely, IMO).
4) Performance can still be better imo, especially the time it takes to save.
5) Export SP layers to PSD layers for clients (very important, probably deal breaker for some).
I agree with all of that. It's my texturing tool of choice now All those, though, are the things that I missed during the last project.
As for 2) ...Fill layers are great, because I can reload them from disk, so it would be super useful to place decals with them, like signs, texts. For that usage rotation and transform will be necessary..
Oh god, I was reading through the SD Master thread and was considering asking you to share the Substance of that texture because it looked so good, and then I'm treated with this, thanks!
Glad it is helpful will make more. Bassically I plan to make a site/blog where ill have tutorials and general environment art information so I can post and also add links to inspiring environment art sites and stuff Kind of level-design.org but for environment art.
Glad it is helpful will make more. Bassically I plan to make a site/blog where ill have tutorials and general environment art information so I can post and also add links to inspiring environment art sites and stuff Kind of level-design.org but for environment art.
I really enjoyed your first video, I think a site or blog would be awesome.
Glad it is helpful will make more. Bassically I plan to make a site/blog where ill have tutorials and general environment art information so I can post and also add links to inspiring environment art sites and stuff Kind of level-design.org but for environment art.
This would be awesome! Also very nice substance on the page before. Are you planning to update your suite of SD nodes? I thought you previously mentioned you had a few more masks you wanted to generate and add. Thank you for those by the way. Very helpful.
I just updated the shader, the behavior was wrong with high specular. LINK
Would this shader work for texturing the asset that is going to be rendered using old non PBR diffuse/spec/gloss shading?
I am working on the project right now that's not going to use PBR, but I would really like to use Substance Painter for texturing
Hey, here is a metal material I made to use within Substance Painter (it can be used with Substance Designer too), and wanted to get some feedback. It uses AO and Curvature maps as inputs and affects all channels (base color, roughness, height, metallic):
If you want to use it in your own model, you can get it here for a small tip - https://gum.co/FGTPQP
Main highlights are improved overall painting performance and a link to our brand new Uservoice page where we encourage you to post your feature requests and follow their progress.
Been playing with it more as of late. Definitely a big step up from what I remember seeing in the previous betas. Ill throw it in here and maybe Jerc or Froyok can shed some light on maybe something im screwing up.
When I import something into the shelf, it shows up in all the tabs and for example this is an image. I put it into "C:\Users\alistair.braz\Documents\Substance Painter\shelf\materials". Is this a bug as of right now? Was just wondering as it should be respecting the folder I put it in (unless Im mistaking this somehow)
EDIT: Looks like this only happens once. On a restart, stays within its folder category. hmmm.
Been playing with it more as of late. Definitely a big step up from what I remember seeing in the previous betas. Ill throw it in here and maybe Jerc or Froyok can shed some light on maybe something im screwing up.
When I import something into the shelf, it shows up in all the tabs and for example this is an image. I put it into "C:\Users\alistair.braz\Documents\Substance Painter\shelf\materials". Is this a bug as of right now? Was just wondering as it should be respecting the folder I put it in (unless Im mistaking this somehow)
EDIT: Looks like this only happens once. On a restart, stays within its folder category. hmmm.
We had some various bugs related to the categories of the shelf, but it should be fixed now, especially with the 1.0.1 that we released yesterday. Let us know if you encounter it gain.
The only "regular" way a bitmap can appear everywhere is when you import it via the File menu, otherwise by drag'n'drop in the shelf it will stays where your put it.
It depends, for the moment any resource present in the shelf folder (in your user folder) can't be reload. Only the resource that you imported into a project (by drag'n'drop into the shelf window for example) can be reload, substances included.
I saw you guys mentioned including the ability to bake out certain kind of maps in the future with Painter, and I also saw you guys messing around with some SSS shaders in a previous post.
What are my hopes that you guys will pull a nice little magic trick from the hat, and make a depth/inverted AO bake for SSS as well being able to paint it on scale of 1-Elephant?
I saw you guys mentioned including the ability to bake out certain kind of maps in the future with Painter, and I also saw you guys messing around with some SSS shaders in a previous post.
What are my hopes that you guys will pull a nice little magic trick from the hat, and make a depth/inverted AO bake for SSS as well being able to paint it on scale of 1-Elephant?
I'd say giraffe. But seriously, yes, Thickness baker is coming to SD this month and Painter will have his share of baking tools pretty soon
Replies
Each output node has a Usage tag in its properties that will tell Substance Painter how to use them.
thanks Jerc
love SD never going back to other software!
Just a few hours before we officially launch Substance Painter 1.0, so in the meantime, I just wanted to share this little teaser, made by our dear friends at RumbleBox Studios: http://youtu.be/enP0dLh4tzY
Hope you like it!
Joking aside, really looking forward to this release
Have been using the beta a lot lately, hope there is some new cool stuff!
I love Substance Painter. Really looking forward to future updates.
By default the blending mode for the height channel is linear dodge (ldge), just use "Replace" instead.
! :O
Seen these modes, but I didn't know they're different for each map. Thanks
Now I can finally make proper bright spots on the moss
You should actually probably use the Normal blending mode instead as Replace will replace the height on the whole texture and not only where you painted.
I have a question. There is a shader with a specular map?
Not yet, we are working on one for the next update but I'm sure someone else will come up with a custom one before that as the shader system is pretty open and documented.
You can grab the PBR Spec/Gloss shader HERE.
Don't forget to change the Channels in the document settings, delete the roughn ess and metallic channels and replace them with specular and glossiness. Also make sure the specular channel is set to sRGB8.
Wow, thanks man. But I think there is some problems with interpreting base color. When it's not white, material becomes extremely contrasty.
Also I have noticed that normal maps baked in xnormal works not properly. You can see a diagonal line on the screenshot of rifle above. Оption with different tangent spaces would be useful.
Update:
Looks like Painter not properly imports normals/tangents from OBJ. This problem was solved by converting to FBX. You can download model with normal map. There is OBJ and FBX generated from it (not exported from original model). Despite this, minor distortions from incompatible tangent space are left. Using Handplane I converted normal map to Maya's TS and it looks fine. Anyway option for this would be useful.
Creative boredom at it's finest :poly142:
Is the shader to be added to....
Program Files\Allegorithmic\Substance Painter\resources\shelf\allegorithmic\shaders ?
Cheers,
~Tung
To Documents\Substance Painter\shelf\shaders
ahhh, thanks
Are you exporting in the obj format ? You could rotate the mesh by yourself before exporting (even scripting it). Also, If you use the FBX file format instead it should handle the axis conversion automatically.
Thanks! To be a perfect and truly PBR it needs energy conservation.
[vv]109411766[/vv]
+1
thanks! we need more tutorials like that one.
Hi Artic, here is the shader with the diffuse shading energy conservation modification.
Substance Painter Specular/Glossiness shader last WIP version:
LINK
Remember this is a WIP version, the results can change compared to a future version embedded in Substance Painter.
Please, gives us options for our cursor appeareance I'd prefer a crosshair cursor without the 100% opague preview of my alpha blocking my view on the spot I want to paint
Keep up the great work !
Good point! I'll add it to the backlog.
Oh god, I was reading through the SD Master thread and was considering asking you to share the Substance of that texture because it looked so good, and then I'm treated with this, thanks!
This is exactly how it should be. Thanks.
I agree with all of that. It's my texturing tool of choice now All those, though, are the things that I missed during the last project.
As for 2) ...Fill layers are great, because I can reload them from disk, so it would be super useful to place decals with them, like signs, texts. For that usage rotation and transform will be necessary..
Glad it is helpful will make more. Bassically I plan to make a site/blog where ill have tutorials and general environment art information so I can post and also add links to inspiring environment art sites and stuff Kind of level-design.org but for environment art.
I really enjoyed your first video, I think a site or blog would be awesome.
This would be awesome! Also very nice substance on the page before. Are you planning to update your suite of SD nodes? I thought you previously mentioned you had a few more masks you wanted to generate and add. Thank you for those by the way. Very helpful.
EDIT : Wrong thread... Can't wait for this.
Would this shader work for texturing the asset that is going to be rendered using old non PBR diffuse/spec/gloss shading?
I am working on the project right now that's not going to use PBR, but I would really like to use Substance Painter for texturing
If you want to use it in your own model, you can get it here for a small tip - https://gum.co/FGTPQP
Main highlights are improved overall painting performance and a link to our brand new Uservoice page where we encourage you to post your feature requests and follow their progress.
When I import something into the shelf, it shows up in all the tabs and for example this is an image. I put it into "C:\Users\alistair.braz\Documents\Substance Painter\shelf\materials". Is this a bug as of right now? Was just wondering as it should be respecting the folder I put it in (unless Im mistaking this somehow)
EDIT: Looks like this only happens once. On a restart, stays within its folder category. hmmm.
We had some various bugs related to the categories of the shelf, but it should be fixed now, especially with the 1.0.1 that we released yesterday. Let us know if you encounter it gain.
The only "regular" way a bitmap can appear everywhere is when you import it via the File menu, otherwise by drag'n'drop in the shelf it will stays where your put it.
this is beatiful
Very Nice!
What are my hopes that you guys will pull a nice little magic trick from the hat, and make a depth/inverted AO bake for SSS as well being able to paint it on scale of 1-Elephant?
I'd say giraffe. But seriously, yes, Thickness baker is coming to SD this month and Painter will have his share of baking tools pretty soon
Remember to send out emails when the update drops, some of us tend to forget :P