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.
Okay here is one additional question. How do I go about finding the PBR values for a particular channel? In Photoshop we use the histogram and look at the Luminosity median value of the layer/entire image, I can't seem to find anything similar in Painter.
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.
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…
Yay, this thread has become insanely useful for learning this great new tool. I hope we can also help improve it too. One thing I am confused about is how can I take a PBR material which I have working in marmoset, and import it to painter to apply to a model? Do I also need substance designer in order to make my own…
@joebount We added an export option that converts the metallic+roughness maps into a spec+gloss model, but it's not very accurate yet. We will have proper support for the spec/gloss PBR model later on. BTW, we just released a series of tutorials to get started with Substance Painter on Youtube:…
You can find the toggle here: Also, you can use this mode to auto mask based on UV islands as well: You must create a white or black mask for the layer first, then use that mode to fill in UV islands or even unconnected geometry with a white or black value. I concur with this to some degree. The solo channels are fine, but…
Can someone please explain the 'Quality' setting under the pbr-metal-rough shader? To my naked eye it seems to mostly make things more/less shiny, which threw me off as I discovered the setting only after finishing a model with it set at the default low and realizing Toolbag's renderer much more closely matches the shinier…
Hello, I want to convert one of my latest weapons to PBR (I think it's a good idea as I dislike current materials). It's made for CryEngine. Here it is: I started with importing object and after importing normal map I encountered unpleasant surprise: In Cryengine there was no slightest signs or those bugs with this normal…
Really enjoying Substance Painter so far. I noticed a possible bug, so thought I'd mention it here. For some reason the metallic channel was occluding the PBR render and displaying as black as opposed to metallic (it was not reflecting light when it should have been). When I set up a new scene and replicated the conditions…