Yes, according to Wes Mcdermont (not sure if i've got his name right), who is doing the Painter tutorials, non pbr support should be implemented at or near the 1.0 release, as he stated in one of the more recent ones.
Hey there, I am using 2.4.1 when I import a normal map into my project and tag it as a texture I am unable to find it in the shelf afterwards even when I search for it's name directly. Is there something I am missing?
Tip, for those trying to use the dcc live link and watched Wes's video showing how to use it, he forgot to mention that you have to create dummy materials inside of Unreal with the exact same name as your painter file or the live link will fail.
So I've run into an odd issue and I wondered if there's a solution or if I should just work around it. I started a project with an .obj (this created a texture set called DefaultMaterial). I did some work on this, nothing significant, and decided I wanted to switch over to an FBX version of my mesh to have various parts…
Texture set are defined by Material ID in Substance painter. Simply assign a different material for you second mesh and then export both in the same FBX file. That should do it, careful with the Material name however, if you rename it you will lost the associated layer stack if you reimport the mesh.
That looks like your model is projecting the high poly back on to itself, for concave shapes you have four options to fix this: 1. Bake those parts separately one at a time with the other parts of the model deleted (worst way) 2. In Max/Maya keyframe those parts away from each other so there is no overlap and bring the…
For the moment you can't, but this could a new feature. We will think about it. :) Yep, be sure that on your re-imported mesh you keep the same material names, otherwise you will loose your layers. To re-import your mesh go to Edit -> Project configuration and select your new mesh.
It would be nice to, In the Export document window, there was a field like in Substance Designer to name the textures to export, pattern: $(graph)_$(identifier) In the TextureSets window, to rename the texture Set. To add a Mask to a Substance Effect layer. I appreciate greatly the weathering effects in Substance Designer,…
You can modify the Export presets in the Configuration tab in the export dialog. Copy the Unity 5 template, rename it and customize it. Remove the $textureset to get rid of the material name. TGA should work fine, and to get the right resolution, make sure your document resolution is set right in your TextureSet settings…
Does exposing parameters work differently in Substance Painter? As a test, I've published a copy of the moss weathering effect as an sbsar, with the identifiers correctly named, and while I can then use it in Sub Painter as an effect, it has no parameters exposed (even though they're clearly exposed in SD prior to…