I always ask these questions until I learned Substance Designer. Learn it folks. You won't just learn the software itself, but how textures work in general! You're the best, Wes. Your substance fundamentals is a must-go-to especially for those that are starting out.
I love the way you explain. Nothing left even for a beginner to understand with efficient talking. And I do like that intro as that frustation is experienced personally. I wonder if it is possible to override normal information from baked mesh maps without globally switching normal mixing (to replace) in texture set settings.
Thank you much! So glad you liked the video. Yeah you need to switch the layer stack to globally set Normal Mixing to (Replace). By default, the baked normal is added to the texture set and applied to the shader. It is not data that exists in the layer stack.
Hello Wes! 1st of all thank you being here for us and showing us all the tricks with Substance Painter. However, what bothers me the most is: My PC is full of SSD's but I won't activate swap disc for any of them, because that kills the SSD, pretty quickly. However, what I though would work is to make a virutal drive with 32GB of my available 64GB, but Substance is not using it. Is there anything I have to setup inside substance? beside the fact, that there isn't much than the cache folder and so on. It would be great to have virtual discs using the swap drive. Because RAM? shall those cook! i don't care. But not the SSD's!
Hi Wes! Sorry to disturb you with my issues, but I am so desperate because of the speed losses I have. Did you got maybe somehow an answer regarding the usage of a virtual drive, which would be much faster than any swap disc space on any ssd or nvme? If a solution were possible, I would be eternally grateful! Although I don't understand at all why Substance doesn't just use the available memory! @@wes.mcdermott
Not a super easy way but here is a workflow : ) You can go to the Texture Set Settings and set the Normal Map mixing to Replace. Then you create a fill layer and add the baked normal map. Create a painter above with the Normal Channel blending mode set to Passthrough and then use the Clone tool to clone out the artifacts.
Thank you for the tutorial. However that didnt work for me. I have folders so I went and put the folder to Replace blending mode and that worked, setting it to Normal didnt work
My God, how can I get identical results between SP and Redshift? There is no video that demonstrates this process and I can't find a way to make it happen.
In this case, I would add a levels effect to that layer and set the affected channel to height. From there, you can adjust the histogram to change the height values.
Hi, I am using a Macbook Pro M2 MAX. It is "maxed-out" with 96 gb ram. I have been trying out MacOS and the macbook lately to test the Substance apps for compatibility.
The ''Blending Options'' submenu for quick applying tranformations to all channels doesn't appear to me, I use SP 2021, did it have this option on this version, or is it new?
Yes, but if, for example, I add not just a layer, but a material via material mode, then the same thing happens (And I don’t understand how to remove it((
what about just "layer" not fill layer but just layer when i had just layer on top and only add normal detail the same method doesn't work and the fill layer height detail from below always show up on to the normal detail layer please need explanation the whole internet has no solution.
@@wes.mcdermott it doesn't okay try this add a fill layer add black mask then add another fill layer inside that black mask and have only height detail enable and maybe add hexagon pattern that applies to all of the model or selected texture set and then add a paint layer on top with only normal map and drag a normal map detail and starting adding normal map detail no matter what i do the fill layer from below always shows up on the normal details i have tried everything every blending mode cant figure out whats going on there.
the default settings on many of these 3d programs is so counterintuitive sometimes. why would you want the normals and height from layers below to be on a layer above? as someone who comes from photoshop it makes absolutely no sense
Yeah, it's definitely confusing. It has to do with layer blending and a good portion of the time you want layers to blend but I think there needs to be a user preference for this. For example, I don't want the layers to blend by default.
I hope I can ask this :: Why is all HEIGHT Layers moved up or down in Substance Painter, when I only want to adjust one (1) HEIGHT Layer in Substance 3D Painter ? Any idea how solve this, try everything - but NO success to solve it... /// McRoman PS: Try to solve this for 2 weeks now - but NO success ! HERE a TH-cam Video Link (0:29 secondo) for better understanding what i meaning (I HOPE) : th-cam.com/video/O6SZXyUFdPI/w-d-xo.html
I love the intro, it really describes my feelings
I always ask these questions until I learned Substance Designer. Learn it folks. You won't just learn the software itself, but how textures work in general!
You're the best, Wes. Your substance fundamentals is a must-go-to especially for those that are starting out.
Thank you much! Greatly appreciate it.
Nice video with good explanations and cool features to learn! Thanks a lot!!!!
Glad you liked it!
I love the way you explain. Nothing left even for a beginner to understand with efficient talking. And I do like that intro as that frustation is experienced personally. I wonder if it is possible to override normal information from baked mesh maps without globally switching normal mixing (to replace) in texture set settings.
Thank you much! So glad you liked the video. Yeah you need to switch the layer stack to globally set Normal Mixing to (Replace). By default, the baked normal is added to the texture set and applied to the shader. It is not data that exists in the layer stack.
He is the Substance Batman!
Oh new video!!! Thank you🥹❤️
Thanks!
WES acting is the real mastercall here haha, jokes aside , great knowledge as always , thanks !
Haha! Glad you liked the video. Looking at it now, I feel pretty dumb with the intro. Hopefully it's not too corny.
@@wes.mcdermott ahaha not at all man ,we almost got a glance at you strugglin with painter :D
Thank you so much. I have been using SP for years and findout this very important tip from this video. Thank you so much
You are so welcome!
Oh boy, this was driving me crazy, thanks Wes very much
Glad to help!
Real useful content right here. Thank you for sharing!!
Glad it was helpful!
I thought I knew substance before I discovered your channel xD Great contents. Thanks to your contents i can achive what is in my mind a lot better
Thank you much! So glad you liked the videos.
I love it. Please more of those. I just saw myself in you struggling with that what is happening and what I thought would happen.
Thank you so much!
Thanks! Will do! Let me know if you have something specific that is giving you trouble.
Thank you so much Wes for answering this quesion in a video and make it christal clear. You are the best
Thank you much! Glad it was helpful.
thank u very much😍
You're welcome 😊
very cool and extremely helpful, thanks for sharing!!!
Glad you enjoyed it!
Thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you, thank you!
You are so welcome!
Hello Wes! 1st of all thank you being here for us and showing us all the tricks with Substance Painter. However, what bothers me the most is: My PC is full of SSD's but I won't activate swap disc for any of them, because that kills the SSD, pretty quickly. However, what I though would work is to make a virutal drive with 32GB of my available 64GB, but Substance is not using it. Is there anything I have to setup inside substance? beside the fact, that there isn't much than the cache folder and so on. It would be great to have virtual discs using the swap drive. Because RAM? shall those cook! i don't care. But not the SSD's!
Thanks! I am not sure on the virtual drive, but I posted this question internally to the Painter team. I will report back!
@@wes.mcdermott oh wow! Thank you!!
Hi Wes! Sorry to disturb you with my issues, but I am so desperate because of the speed losses I have. Did you got maybe somehow an answer regarding the usage of a virtual drive, which would be much faster than any swap disc space on any ssd or nvme? If a solution were possible, I would be eternally grateful! Although I don't understand at all why Substance doesn't just use the available memory! @@wes.mcdermott
I would also be very interested in using my PC RAM as a virtual RAM drive too! Any news from the painter team?@@wes.mcdermott
Nothing 😢
The amazing
Great info! This is so helpful, thanks!
You're so welcome!
Thanks ❤
You're welcome 😊
@@wes.mcdermott I really like your clips, they are very useful to me, I hope you will make more good clips, thank you 😁
life saver
Wes, is there any easy way to over-ride baked normal maps? Would be handy for cleaning up bake errors.
Not a super easy way but here is a workflow : )
You can go to the Texture Set Settings and set the Normal Map mixing to Replace. Then you create a fill layer and add the baked normal map. Create a painter above with the Normal Channel blending mode set to Passthrough and then use the Clone tool to clone out the artifacts.
Thank you for the tutorial. However that didnt work for me. I have folders so I went and put the folder to Replace blending mode and that worked, setting it to Normal didnt work
The question is why is the height channel information transferred to the normal channel when we export the maps? Am I missing any steps?
We do a normal combine with height on export.
make blend passthrough by defolt for new folders, pleeaaasssee!!!!!!!!!!
Yes! Agree :) I will bring this up to the devs. I would love to have a setting for this in the project settings
@@wes.mcdermott thanks! appreciate this
My God, how can I get identical results between SP and Redshift? There is no video that demonstrates this process and I can't find a way to make it happen.
if i have base material with height
how i can change the level of height if material don't contain a paramater to change it.
In this case, I would add a levels effect to that layer and set the affected channel to height. From there, you can adjust the histogram to change the height values.
Hey Wes question what computer are you using? looks like mac is it M1 ? thinking of moving my whole game dev workflow to mac Im on a m1 max
Hi, I am using a Macbook Pro M2 MAX. It is "maxed-out" with 96 gb ram. I have been trying out MacOS and the macbook lately to test the Substance apps for compatibility.
The ''Blending Options'' submenu for quick applying tranformations to all channels doesn't appear to me, I use SP 2021, did it have this option on this version, or is it new?
Very sorry for late reply. This is not a very new feature. However, it was added in 8.2.0 (Released: October 06, 2022)
Wow
Yes, but if, for example, I add not just a layer, but a material via material mode, then the same thing happens (And I don’t understand how to remove it((
You should still be able to change the blending mode for height and normal in material mode. These blending modes are set to blend by default.
what about just "layer" not fill layer but just layer when i had just layer on top and only add normal detail the same method doesn't work and the fill layer height detail from below always show up on to the normal detail layer please need explanation the whole internet has no solution.
Are you setting the paint layer normal channel blending mode to normal? This should stop the blending.
@@wes.mcdermott it doesn't okay try this add a fill layer add black mask then add another fill layer inside that black mask and have only height detail enable and maybe add hexagon pattern that applies to all of the model or selected texture set and then add a paint layer on top with only normal map and drag a normal map detail and starting adding normal map detail no matter what i do the fill layer from below always shows up on the normal details i have tried everything every blending mode cant figure out whats going on there.
❤❤❤❤
the default settings on many of these 3d programs is so counterintuitive sometimes. why would you want the normals and height from layers below to be on a layer above? as someone who comes from photoshop it makes absolutely no sense
Yeah, it's definitely confusing. It has to do with layer blending and a good portion of the time you want layers to blend but I think there needs to be a user preference for this. For example, I don't want the layers to blend by default.
Very nice video, good to have knowledge and explained well. Thumbs up and Sub from me!
Glad you liked it!
I hope I can ask this :: Why is all HEIGHT Layers moved up or down in Substance Painter, when I only want to adjust one (1) HEIGHT Layer in Substance 3D Painter ? Any idea how solve this, try everything - but NO success to solve it... /// McRoman
PS: Try to solve this for 2 weeks now - but NO success !
HERE a TH-cam Video Link (0:29 secondo) for better understanding what i meaning (I HOPE) :
th-cam.com/video/O6SZXyUFdPI/w-d-xo.html
Are you running into an issue where all the height layers are combining in the layer stack?
haha thank this was a huge turn-off for me for sometime
that intro was kind of annoying to watch
Yeah, I agree :) A bit too goofy.
But helpful for beginners! And I think that was the purpose. And I am not a beginner 😊
@@wes.mcdermott nah man personally I liked it.
Might be goofy but got my attention! Nice work as usual Wes! 😊
I love it by the way