So I'm having trouble understanding the export options correctly. I'm trying to export the textures for an item I made for Killing Floor 2, which uses a modified version of the UE3 engine. ("3.5").
The game expects me to provide the standard of Diffuse, Specular and Normal maps for any items I create.
However, I'm not sure how to actually export those from SP, since I only ever manage to export PBR-y maps.
How can I get the textures set up to work with Killing Floor 2, does any one know?
Here's a link where you can see the dialog and the maps it expects.
If you created your asset using the default Metal/Roughness settings, it's not easy to convert that to a UE3 compliant material. You can use the PBR SpecGloss export preset to get the specular and glossiness but it might not look as expected in UE3 as the lighting model is very different.
For KF2 items, you should use this shader (make sure you remove Roughness, Metallic from your texture set and replace them with Specular and Glossiness) https://share.allegorithmic.com/libraries/84
Cool, thanks for the tip. I'll just redo the textures then. Question about that though, when I choose the shader I get this result on my item: http://i.imgur.com/ljgiCss.png Any idea what I'm doing wrong?
It works better, but it's... Yeah I'm not sure how useful it's going to be. This basically kills the whole point of using Surface Painter. Is this really the only way to use SP for something like Killing Floor 2? Metal now looks like this
instead of this
I realize the PBR effects are gone if you aren't using PBR, but I can't use it like this. Is there not a way to simply bake what you see to an image or something like that? I'm a bit lost.
Just making sure, because this is what it seems like, but is the pbr spec/glossiness still not officially supported? I found a "PBRSpecGlossNrmShadows.glsl" file on the allegorithmic forums here (https://forum.allegorithmic.com/index.php?topic=2811.15) but the last post was in May so I figured I'd ask if there has been an update to substance painter to use this kind of workflow yet.
We still don't ship the shader directly with Painter but Spec/Gloss works, it just needs some manual initial setup: remove the roughness/metallic channels from the default document and replace them with specular and glossiness.
I'd suggest saving a dummy project all set up that you can use as a starting point for every asset.
We still don't ship the shader directly with Painter but Spec/Gloss works, it just needs some manual initial setup: remove the roughness/metallic channels from the default document and replace them with specular and glossiness.
I'd suggest saving a dummy project all set up that you can use as a starting point for every asset.
Thanks for the link and the advice! Is there any way to keep in touch with updates to the shader? Or do you know if it will eventually be officially added?
hi everyone, I'm testing the result from painter in designer and everything looks very dull and washed out, but with the same lighting. didn't messed anything with formats and etc, just simple export textures from P and import to D. pbr shader used.
Can you disable the point lights in Designer ? If the lighting become fully black it's a problem we are aware of. If not, can you try the same setup but in designer 5.2.x ?
Froyok, in 5.3.0, disabled all lights but the result preaty the same dark, but without highlights... but not black. Can't try in other version, already upgraded, will try it at home.
Jerc, using metal/rough.
Tested in marmoset, the result is too very dark. Actually it's a first time I'm trying painter, before did all texturing in designer and the result was very close like in marmoset or unreal 4, but with painter it's like maybe some gamma problem or dk, channel for albedo is sRGB by default.
Froyok,
I actually found the workaround and it worked for me in a kind of way, I just lowered env exposure in painter for Gdansk to -0.31, everything become darker and I repainted layers to the more light value, for example albedo become light as should it be and in designer and marmoset the mat is looking ok. So I think the scene in painter is overbrighted by default otherwise don't know why there is a such difference in lighting for the same environments.
I was super curious for Substance Painter as a tool for hand painted textures.
However what really gives me a hard time is color picker. It really should have an option to pick color from current layer. Without it it is impossible to pick color while working on layers with blending options and different opacity.
I do hope that option will be added in near future. If it is already there I am both stupid and blind, however I searched through the software itself and google combined without any luck
Got the license when SP was in beta, but have used it very little so this might be a noob problem - Is there a way to adjust FOV or change camera to ortographic mode?
It just bothers me that camera uses so wide angle that it distorts models.
Tried all buttons and checked menus, yet I didn't find any option.
We don't support refraction, but we support opacity (alpha test and alpha blending). You need to add an opacity channel and change the shader to the one you need (they are available in the shelf).
1) Is there a way to edit the FOV of the Camera? Especially for characters you always got this fish eye look.
2) Is it possible to link/ instance procedurals through the channels? F.e you want to you use proceduarals with the same settings for height and base color. Atm. you have to copy from one procedural to another. Afaik Mari got that kind of option.
2) This feature is not there yet but a there is a bug that actually works as a workaround to do that. Apply your procedural on the base color channel for example in a fill layer. Deactivate all the other channels, when you reactivate them, they will now share the same procedural.
I have what feels like a stupid obvious question, but nobody I've asked has been able to figure this out--I have a layer (actually a folder with a few things in it, including a smart material) that is creating a heightmap of bumps on my object, like so:
I want to be able to add new stuff on top of it that overwrites that heightmap data (I'm trying to add some oozing slime on top of this surface). But whatever I add seems to just ADD to the heightmap, instead of overwriting it. So I can't seem to get rid of the bumpy surface.
This is a flat white material with heightmap enabled, but the bumps from the underlying stuff persist.
Here I'm painting new heightmap data, but I still can't get rid of the old stuff.
WOW! Just played with baking lighting and both new generators - amazing! Thats what I`m going to use a lot in our mixed workflow. Shaders and other changes are great too. Thank you Allegorithmic!
Hey guys, does anyone know if I can make Substance Painter bake textures properly when the meshes' UV's are not in the 0-1 space? I have a lot of models that are like this, and Substance Painter improperly bakes textures for them.
Hey guys, does anyone know if I can make Substance Painter bake textures properly when the meshes' UV's are not in the 0-1 space? I have a lot of models that are like this, and Substance Painter improperly bakes textures for them.
Impossible. SP and SD only work with UVs in 0-1. If you want to have multiple sets you have to assign different material groups to your mesh parts, SP and SD will read it as different UV sets.
Hey guys, does anyone know if I can make Substance Painter bake textures properly when the meshes' UV's are not in the 0-1 space? I have a lot of models that are like this, and Substance Painter improperly bakes textures for them.
Impossible. SP and SD only work with UVs in 0-1. If you want to have multiple sets you have to assign different material groups to your mesh parts, SP and SD will read it as different UV sets.
Ah, I see. The issue isn't that I have multiple sets of textures, the issue is the large amount of meshes I plan to work on have quite a few mis-aligned/scaled UV's that typically stretch beyond the 0-1 space, so I guess I'll have to fix the UV issues manually. Thank you for the response!
A few quick questions 1. is it possible to export all the layers e.g generators, paint selection separately in to a psd rather than it collapsing it to each layer? 2. is it possible to high res screenshot in Painter? (this question might be v stupid)? Cheers guys
A few quick questions 1. is it possible to export all the layers e.g generators, paint selection separately in to a psd rather than it collapsing it to each layer? 2. is it possible to high res screenshot in Painter? (this question might be v stupid)? Cheers guys
1. Not at the moment, you can export the masks manually however by right-clicking over them and choosing "export to file". 2. Not yet, but that's coming with the IRay integration of Substance Painter.
A few quick questions 1. is it possible to export all the layers e.g generators, paint selection separately in to a psd rather than it collapsing it to each layer? 2. is it possible to high res screenshot in Painter? (this question might be v stupid)? Cheers guys
1. Not at the moment, you can export the masks manually however by right-clicking over them and choosing "export to file". 2. Not yet, but that's coming with the IRay integration of Substance Painter.
Replies
Win 10 64bits : http://www.nvidia.com/download/driverResults.aspx/91812/en-us
Win 10 32bits : http://www.nvidia.com/download/driverResults.aspx/91811/en-us
The game expects me to provide the standard of Diffuse, Specular and Normal maps for any items I create.
However, I'm not sure how to actually export those from SP, since I only ever manage to export PBR-y maps.
How can I get the textures set up to work with Killing Floor 2, does any one know?
Here's a link where you can see the dialog and the maps it expects.
https://tripwireinteractive.atlassian.net/wiki/display/KF2SW/KF2+Cosmetic+Item+Tutorial
I am aware this might be a ridiculously stupid question but I'm kinda stuck.
For KF2 items, you should use this shader (make sure you remove Roughness, Metallic from your texture set and replace them with Specular and Glossiness)
https://share.allegorithmic.com/libraries/84
Alsong with this export presset:
https://dl.dropboxusercontent.com/u/9804576/KF2.spexp
https://dl.dropboxusercontent.com/u/9804576/BlinnPhong.glsl
instead of this
I realize the PBR effects are gone if you aren't using PBR, but I can't use it like this. Is there not a way to simply bake what you see to an image or something like that? I'm a bit lost.
We still don't ship the shader directly with Painter but Spec/Gloss works, it just needs some manual initial setup: remove the roughness/metallic channels from the default document and replace them with specular and glossiness.
I'd suggest saving a dummy project all set up that you can use as a starting point for every asset.
Then you can use this export preset to export everything: https://dl.dropboxusercontent.com/u/9804576/PBR%20SpecGloss_pure.spexp
Thanks for the link and the advice! Is there any way to keep in touch with updates to the shader? Or do you know if it will eventually be officially added?
Jerc, using metal/rough.
Tested in marmoset, the result is too very dark. Actually it's a first time I'm trying painter, before did all texturing in designer and the result was very close like in marmoset or unreal 4, but with painter it's like maybe some gamma problem or dk, channel for albedo is sRGB by default.
I actually found the workaround and it worked for me in a kind of way, I just lowered env exposure in painter for Gdansk to -0.31, everything become darker and I repainted layers to the more light value, for example albedo become light as should it be and in designer and marmoset the mat is looking ok. So I think the scene in painter is overbrighted by default otherwise don't know why there is a such difference in lighting for the same environments.
I was super curious for Substance Painter as a tool for hand painted textures.
However what really gives me a hard time is color picker. It really should have an option to pick color from current layer. Without it it is impossible to pick color while working on layers with blending options and different opacity.
I do hope that option will be added in near future. If it is already there I am both stupid and blind, however I searched through the software itself and google combined without any luck
http://www.youtube.com/watch?v=_mm0kDWd6oo
It just bothers me that camera uses so wide angle that it distorts models.
Tried all buttons and checked menus, yet I didn't find any option.
do substance painter support glass material itself?
1) Is there a way to edit the FOV of the Camera?
Especially for characters you always got this fish eye look.
2) Is it possible to link/ instance procedurals through the channels?
F.e you want to you use proceduarals with the same settings for height and base color.
Atm. you have to copy from one procedural to another. Afaik Mari got that kind of option.
Thx
2) This feature is not there yet but a there is a bug that actually works as a workaround to do that.
Apply your procedural on the base color channel for example in a fill layer.
Deactivate all the other channels, when you reactivate them, they will now share the same procedural.
I want to be able to add new stuff on top of it that overwrites that heightmap data (I'm trying to add some oozing slime on top of this surface). But whatever I add seems to just ADD to the heightmap, instead of overwriting it. So I can't seem to get rid of the bumpy surface.
This is a flat white material with heightmap enabled, but the bumps from the underlying stuff persist.
Here I'm painting new heightmap data, but I still can't get rid of the old stuff.
Is there something I'm doing wrong here?
Get it here: https://gumroad.com/l/UyFoM#
Some demo images on a model by Michael Pavlovich:
New features tutorials
http://www.youtube.com/watch?v=kVoiJzsEIRs
Full Changelog
If you want to have multiple sets you have to assign different material groups to your mesh parts, SP and SD will read it as different UV sets.
A few quick questions
1. is it possible to export all the layers e.g generators, paint selection separately in to a psd rather than it collapsing it to each layer?
2. is it possible to high res screenshot in Painter? (this question might be v stupid)?
Cheers guys
2. Not yet, but that's coming with the IRay integration of Substance Painter.
Any time frame for the iray integration?