Played a bit with beta, and what I really need is a phong shader (diffuse/spec/gloss/normal/reflection mask) and 4k texture resolution. PBR is nice and next gen, but not everyone uses them yet, unfortunately. I also need to figure out how to create my own particle presets for aircraft textures - like smoke stains from…
All of this is noted. I'm compiling all the feature request this week and will create a new thread to help follow the state of all these requests as the beta evolves. @Rick Stirling: You should be able to drag images from the shelf to the Materials slots in the Tool Window. @fr0gg1e: The ability to change values after…
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…
You can find a more up to date shader here: https://share.allegorithmic.com/libraries/15 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…
It depends of your shader, for the moment only the default PBR shader supports it. You also need an emissive channel (which can be added via the document settings by clicking on the little "+" button). From that, you just need to paint something inside the emissive channel. By default most of the brush/tool will not have…
I am in the process of learning SP and have to say its a great tool. However I'm having a hard time understanding the gloss/metal PBR workflow. Maybe I'm getting something wrong with PBR but here is my problem. Unless I'm mistaken this is how Spec/gloss maps work: Albedo = colour (no lighting info) Spec (Specular…
There is no specific shader for non-pbr stuff yet in Painter. The final release will allow you to load any shader though, just like Substance Designer. In the meantime, what we added in the latest build is a converter at export time that generates a specular map out of the roughness and metallic maps. It's an approximation…
: Yea, I need to know when I choose dif/spec.gloss channels, it will actually output maps that fit previous gen engines. The bit after watching a video on it that its all still using pbr, just unity diff method vs unreal metal method has me concerned. Can anyone better enlighten? I encountered my pen not being sensed by…
Hi I am just learning SP but i hit a realy bad blocker in my workflow I textured a PBR asset in SD, base metal grundge map etc. Then for the details i am trying to import the substance in SP and paint oil leak damage etc, but i cannot get the substance into SP i have imported it but cannot get it into the layer or get any…
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…