Does anyone has come across a bug (?) when both your black AND white brush on a paint layer of a mask both resulting a white stroke? Tried selecting other default preset brush, all behaving the same way as mentioned above. To be more clear this happen very rare and a simple restart of Painter will fix it, but thought I'd…
This may have been asked already, but I can't find it. Will there be a "non-PBR" workflow setup by any chance for painter? I am still atm working on a game where PBR isn't our standard right now. So Diffuse, Specular, Normals, Opacity Masks, etc are the norms. Along with not needing the whole PBR material preview. Rather…
You can load textures as a starting point; you import an image which is then added to the shelfI think you either drag it onto the layers section or you create a 'fill' layer (or maybe they're called background layers, can't exactly remember) and then apply the imported image to that. You can't yet use images as layer…
Sh*t just got real with the latest Beta 7 and upcoming Beta 8 of Substance Painter with some never seen before features! Silky smooth Substance layer effects and masks generation, parametric painting, multi-material and free GameTextures among other things, take a look :)…
I love painting with height map and roughness at the same time, but I wish there was a way to control the value of both after I painted them. Right now I can only change the opacity while it's the actual value that I am interested changing. A bit more procedural if you will. Dodge / Burn that works on all channels, and a…
After some quick testing it's looking very promising and at that price it's a no-brainer. One thing I'd love to see though, is procedural brushes, not necessarily based on actual particles, but kinda like Krita has or harmony. Right now the physics brushes feel a little too random to me, but I guess it's just a matter of…
Jerc had answered the technicalities, but allow me to add that the 2D nature of things shouldn't turn you off, I very rarely feel this is a limitation. I'm sure you'll agree that with proper UV'ing, seams should not be much of a problem. Plus it's not like you apply a noise uniformly over a texture, it works best when…
A new build is up! Only minor changes this time as we are hard at work on more important features that will take 2 sprints to complete. Added: 3D/2D view switches Added: UV chunk selection tool Updated: Tool changes automatically when painting on masks. Updated: Substances resolution depends on the document's Fixed: Crash…
Hi @Jerc padding and dilation is the same thing right? extending your uv pixel edges on the texture to avoid nasty mips? Well the output that I got with even No Padding option selected is still have full padding as if I select Dilation Infinite option. What I'm trying to export is a texture with padding and uv mask (like…
I could be doing this wrong, but when I turn on/off my material id's with my fill layer some of the id's won't turn on or off. I thought it might be related to the color of the mat id that substance uses. So I changed the colors to match the ones of my id mask and everything's ok. Is there a quicker way around this so that…