Hey guys, I've been assigning colors to material IDs to bake out masks. But every time I bring up the baking window my color assignments are gone, while the other parameters are saved just fine. How could I retain the assignments between bakes?
The blinn / relief / tesselation /parallax and since 4.1.1 the Physically_specular_glossiness shaders use a glossiness map. Quick tip : you can manually assign a node to a shader sampler using RMB drag&drop from the node to the viewport (yes I said RMB). If the node contains multiple outputs (diffuse, specular, gloss..)…
Do you mean you assigned the colors in your dcc app on in the baking window? If I set up colors in the baking window, they are saved correctly on my side.
I'm attempting a moss material but I need to put it away for about 3 weeks to finish an assignment. In the meantime, feel free to come over to my sketchbook and give me pointers and feedback on this material!
Ahhh, I see. So if you have 3 assigned materials, for example, "metal," "bolts," and "plastic", your multi_material_blend will actually have 4 inputs -- 1-default, 2-metal, 3-bolts, 4-plastic.
anyone know if there is a way to assign default textures to node inputs. Kinda a pain in the ass when making nodes that apply effects like rust or edge damage, when i have to keep dragging in textures to work on, than re-assiging everything to use the inputs when done.
Hello. I just ran into a issue I never had before in SDesigner, I have started to run out of space on my c: drive while working within the designer. The program is not installed on C:.... Can I assign a different path for substance designer to use for what I persume is temp files or something?
Double post, heh. Not sure if this has been noted before. Issue when importing models with multiple materials: As you can see, you only get a list of the material IDs in the baking window. In the 3D view, you actually get whatever material names you assigned in your modeler -- but not in the baking window, where it's very…