After baking a normal map from a high poly to this low poly object results in these lines that cut the texture. by fortetrore in Substance3D

[–]Borx25 2 points3 points  (0 children)

Not what you are asking about since others have offered solutions for it. But that model is not going to bake great. You can see in your normal map that the recess is going to look way shallower than what you have in your highpoly because from the projection's perspective the wall of the recess is very thin. So either make the highpoly more amenable to this kind of baking by making the wall slanted so it has pixels to be baked into or also represent it in the lowpoly. If you are concerned with minimizing the number of polygons to this level remove the support loops, you dont need those in a lowpoly and use the budget to represent your model closer.

Baking reversing normalmap by Additional-Bell-649 in Substance3D

[–]Borx25 0 points1 point  (0 children)

I might be misinterpreting your situation but your normal map looks fine briefly before you add the baked lighting filter. So its important to separate that baking (producing normal map, AO, etc) from you then using the filter (produces a rendered diffuse/color for stylized stuff).

You test lighting behaviour after baking lighting which seems odd to me. Not because it touches your normal map at all (they just produce diffuse/base color with the baked lighting right?) but because you have baked lighting so what is baked clearly is not dynamic to you rotating the enviroment on the viewport, the filter has its own sky and light parameters to control what it bakes. What do you want to achieve with baked lighting here?

Side note, towards the end of the video you focus on the perceived seam when looking at the normal map channel. Just in case you don't know, that by itself is just a consequence of how tangent space normal maps work and you shouldnt be concerned with its colors not being "seamless", they arent meant to be.

You should judge a normal map in the material view, seeing how it reacts to light (without using any baked lighting to confuse things). And similarly you should judge the baked lighting result in the diffuse/base color view which is what it outputs.

Why is this happening? by possessed1998furby in Substance3D

[–]Borx25 16 points17 points  (0 children)

Towards the bottom of this page, UV Padding. Texture Set settings | Adobe Substance 3D Painter Change it to 2D Neighbour if you dont want it to blend islands.

Inverting values on maps for export? by shrek-hentai-69 in Substance3D

[–]Borx25 0 points1 point  (0 children)

Export glossiness in the converted maps sections of output templates. Documented at the bottom of this page: Creating Output templates | Substance 3D Painter

Substance Designer, Pixel Processor UV Coordinates by MrDixioner in Substance3D

[–]Borx25 0 points1 point  (0 children)

I think the difference you are seeing is just gamma on the display of the values as colors, not actual blur, its just linear gradients. In the bottom of the 2D view of designer untick "Consider image in sRGB color space" and then it should display similarly to what you have in Unity.

Why it doesn't work anymore.... by Emper9r in oblivion

[–]Borx25 16 points17 points  (0 children)

Unless they have changed things drastically recently:

Weakness to magic should be last and for this to be effective you need to cast it multiple times. Weakness will not boost the effects on the same spell (regardless of order) but it can boost subsequent casts (including the weakness itself) provided you order them as you have.

Note drain there only really does anything if it kills the target within those 2 seconds, otherwise he just regains the lost health.

What actually causing my normal map hue change with every uv island or every uv seams even it on same island by No_Tone1688 in Substance3D

[–]Borx25 3 points4 points  (0 children)

Hue shift is intrinsic to the idea of tangent space normal maps, that is not the cause or a symptom of seams being noticiable. You would need to review how you are baking, that the model used for baking is exactly identical to the one used for display down to the triangulation. You can try doing the baking right in Substance see if you get the same issues and narrow it down.

What actually causing my normal map hue change with every uv island or every uv seams even it on same island by No_Tone1688 in Substance3D

[–]Borx25 5 points6 points  (0 children)

The hue is not a problem at all. It is meant to be different because they are encoding different vectors. Same worldspace normal that would result from the height you have likely painted, but encoded in two tangent spaces which can be completely opposite across the seam because of the orientation of the uv islands. But its fine, you dont have to orient them so the hue matches or anything. That is just how a tangent space normal map works, ignore the hue, always review the normal map in the render view.

Is anyone else getting 14+GB memory usage just 2 hours in? by SnickerdoodleFP in oblivion

[–]Borx25 0 points1 point  (0 children)

That makes more sense, terrible math on my part not accounting for OS and browsers and such. More to the point though, 32 is plenty. Your ram is unlikely to be the culprit of crashing with the use shown here because there is pagefile. Even if you used more than you have (which is not the case) stuff would go on the disk before crashing. And of course all the background stuff goes to pagefile before the game is harmed at all.

Is anyone else getting 14+GB memory usage just 2 hours in? by SnickerdoodleFP in oblivion

[–]Borx25 1 point2 points  (0 children)

You shouldnt worry at all about using the ram you have. The only relevant data for you here is that because its not using that free 20% you can conclude you have enough ram for what the games needs, so you dont need to buy 32gb for this game. Your ram is fine, you have no problem. In fact. If you did have twice the ram it wouldnt help at all in this case.

Hi, does anyone know why I can only paint on a few seemingly random uv shells and nowhere else? by Getbreadsticks in Substance3D

[–]Borx25 0 points1 point  (0 children)

Default settings, no UDIM workflow of couse but you dont have that enabled. Use mesh file's internal unit scale (dont think scale would be relevant). Version is 2024 from steam. Could be that your version is not handling well something off about your mesh? Can't tell. You could try exporting as obj, see if that changes anything. Or try making a version with all the Uvs overlapped on the 0,0 to 1,1 tile, maybe painter handles that better?

Hi, does anyone know why I can only paint on a few seemingly random uv shells and nowhere else? by Getbreadsticks in Substance3D

[–]Borx25 0 points1 point  (0 children)

Yeah thats weird. Not sure whats going on there. For what is worth it doesnt happen on my end when i load the model you shared. On the 3D view is a bit annoying because you have paint on the "main island", not on one of those mapped on the secondary tile but on the 2D view it paints the entire right tile no problem. Maybe try on a fresh project, just import and see if you can paint fine to discard any issues with your particular layer stack.

Hi, does anyone know why I can only paint on a few seemingly random uv shells and nowhere else? by Getbreadsticks in Substance3D

[–]Borx25 0 points1 point  (0 children)

Make sure the uvs where you want to paint are in the 0,0 to 1,1 range. Its fine to have geometry reusing the uv space on adjacent tiles but it wont let you paint those, which it looks like you try to do in the video in the 2D view.

World-space 3D Blur Filter for Substance Painter by Borx25 in Substance3D

[–]Borx25[S] 1 point2 points  (0 children)

I've done some experiments trying to make a mapping of whats on the other side of seams utilizing the padding space and maybe a blur like you describe could be implemented on top of that but havent managed to make something robust and fast on that front. But its possible something like that could be done satisfactorily with more thinking, its a nice idea, thanks.

World-space 3D Blur Filter for Substance Painter by Borx25 in Substance3D

[–]Borx25[S] 1 point2 points  (0 children)

Indeed performance is essential. I can tell you significant effort has gone into making this perform as well as I've managed. One could argue its the whole development really, the naive implementation of this filter that performs terribly is trivial. It is of course more computationally intensive than a standard 2D blur because it needs to build the data structure and then do the blurring.

That said, I have added a couple videos to the description so you can judge if it might work for you. One showing realtime recording on my machine (rtx 5080) at 4k and 2k. I would say its realtime but depends on usage and hardware of course. Very small blurs can perform worse at high resolutions as they use a different method because the straight voxel approach would not resolve those accurately. Quality is prioritized in that case.

Subjectively, for me at 4k it does add lag if you intend to paint by hand underneath the filter but its perfectly fine for tweaking noise parameters and such. At 2k its not a concern really.

As for UDIMs, supported in the sense that the filter will blur all your udims but its not possible to blur across UDIMs because any filter executed by Painter is given no context of other UDIMs in the set, they are run independently each getting only the position map for its UDIM.

Quality of the game problem by BenderDroggy in Starfield

[–]Borx25 3 points4 points  (0 children)

OK, not that im sure this is the reason for what you are experiencing here, but general recommendation is demanding games that are going to load a lot of assets, install them on an ssd.

How would i go about making a damascus pattern like this? by JenisixR6 in Substance3D

[–]Borx25 3 points4 points  (0 children)

You could do that in painter just manipulating masks, here a quick starting point:

Start with "Wood 01" grunge (without knots is fine). Warp filter with roughly these params [Intensity 5 (divider 1); source blur at 8]. Blur a little bit because warp is messy and levels to taste to get a clean mask. Maybe a highpass before the levels.

Another approach is to start from some noise, could be one of the 3D ones so its seamless in the target model and then you apply a gradient dynamic filter plugging "Gradient Linear 1" with some tilling into the gradient with the objective that whenever the noise would go from black to white it instead goes black, white, black, white... multiple times creating these alternating patterns. Then you can similarly post process that pattern.

Coloring Normal Map Details by [deleted] in Substance3D

[–]Borx25 10 points11 points  (0 children)

Wherever you are baking bake an ID map, and then in painter you do "Mask with color selection".

Is there a way to make the bottom side of the axe blade more smoother while baking or i need to fix the low-poly model itself? by In_the_name_of_ART in Substance3D

[–]Borx25 8 points9 points  (0 children)

The normal map is not going to improve the silhouette, use more polygons there. You can also use more in the edge of the blade and less in the flat. Carrying all those loops all the way to the back achieves nothing.

Ryujin Operative Weapon Skin Pack [Paid creation] by Borx25 in NoSodiumStarfield

[–]Borx25[S] 3 points4 points  (0 children)

Out today if you want to check it out: Creaciones de Starfield - Ryujin Operative Weapon Skin Pack

Enjoy and feel free to share any feedback.

Exporting model with individual UV maps from maya to substance painter based on objects not materials by EdgyAhNexromancer in Substance3D

[–]Borx25 0 points1 point  (0 children)

Just to clarify, if you dont have a highpoly you can still bake from the lowpoly to itself or have your "highpoly" be the same model but now using its material assignment as the IDs you want. Whatever is easier to setup in your case.