I'm not sure which build you have but there is now a much easier way to select your IDs! With your mask selected, click on the effect button and choose Add Color Selection. You'll get a nice custom UI that allows you to pick colors directly on your mesh to create ID masks :) The id_selector effect is deprecated.
26 pages is a lot to get through so apologies if this has been asked before, but is it possible to edit a mask after generating it through colour selection. I can add to the mask (paint white) but cant remove area's (paint black) which is bloody annoying so I assume that I am doing something wrong
Hey everyone, I've created a quick substance effect to rotate layers in Painter, here it is if anyone wants it. Just import the substance, then right click your layer and add it as an effect. Works on fill layers, painted layers don't work as well. you can grab the file here…
This would be awesome! Also very nice substance on the page before. Are you planning to update your suite of SD nodes? I thought you previously mentioned you had a few more masks you wanted to generate and add. Thank you for those by the way. Very helpful. EDIT : Wrong thread... Can't wait for this.
Hey just wanted to drop by and show some love for the guys working on Substance Painter. You guys are KILLING IT! Keep up the awesome work and thank you for this AMAZING tool! Only thing I wish I could see sooner is clone brush then this program will be my main squeeze. Thanks again guys! Also some suggestions: What about…
Ok worked this out in case its useful to anyone else. Add a mask to your layer, then go into selection mode, set the fill colour to black and then use element selection to select the portions of the mesh you don't want to paint over. Noticed it does not always show where you are selecting on the mesh when editing the mask…
Ah right, micro height, that makes it simpler All you need is a way to take your height information, and turn that into a curvature information for masking purposes. You can do that as I show above, or you can use the standard masks (MG Mask Editor) micro inputs like in the video linked above. That shows micro normals but…
When an asset is updated, the old one will show as outdated. You can choose to keep this version or replace it by the new one, hopefully we will make this process easier in future updates. The default blending mode for the height allows you to paint height detail easily, but the in the case of a material layering workflow,…
Hi! For now, when you paint, only 1 texture set is available (due to performances management). To start from existing maps here is the process: - Import your bitmaps (File>Import bitmaps or add them in the project when you start a new one). - Create a "Fill layer" and click on the channel you need to fill with a bitmap…
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…