I've been waiting for this tessellation and displacement for Substance Painter for sooo long, haven't been this excited for a new release for any kind of software in years! And combining that with this new compare mask, nomnomnom!
Love the results of the compare when used with the Particle Brushes. These particles seem to be ignored a lot lately, maybe they need a little more love. Thanks Wes!
It's a nice and useful addition. Thanks! I'd have to take the time to look at how to get the ZBRush displacement with the right scale into Painter, and re-export with the right value after a working pass to render displacement in my renderer of choice.
Soon :) I know we keep saying that, but it really is coming. In the meantime, we are adding more features. We haven't forgotten about painting across UDIMs.
It just allows you to view your displacement in Painter as you work. You will not be exporting a tessellated mesh. In the end, you will have a displacement map, but it's helpful to visually see how the map will displace the mesh.
I can't make it work like in this tutorial. Does this work only on planes? Or can you deform any sort of mesh? When I try to play with the displacement parameters in the shader, even if I modify just by 0.001 from 0, my 3d model gets squashed immediately and I can see that MAPS are overlapping incorrectly. Can someone please help? What do I do wrong? Follow the tutorial, but it just does not work for me. Using the the latest Substance Painter 2019.3.2. Operating on MAC. Thanks.
suppose i have afro hairstyle and beard in same texture set... and if i want to do some height on afro without affecting the beard how can i do that..? i want to use masking on displacement...how can i?
Substance Source materials are a part of the Substance Subscription. However, we also have Substance Share which is a free, community driven site for sharing content. share.substance3d.com/
Well you could before, but now you can more easily work with blending channel data : ) It's like what we do in Project Substance Alchemist, but in Substance Painter where you have full control over the masks and painting tools.
I've been waiting for this tessellation and displacement for Substance Painter for sooo long, haven't been this excited for a new release for any kind of software in years! And combining that with this new compare mask, nomnomnom!
This is like Christmas all over again. This is going to be really fun to work with!
Substance just keeps getting better!
This is freaking insane. Game changing. Thank you so much.
u guys doing very nice job i just hope to see merging texture sets in future
yeah. i second this.
这功能真的是等了好多年,现在终于来了,太棒了
Love the results of the compare when used with the Particle Brushes. These particles seem to be ignored a lot lately, maybe they need a little more love. Thanks Wes!
Thanks Mark!
It's a nice and useful addition. Thanks!
I'd have to take the time to look at how to get the ZBRush displacement with the right scale into Painter,
and re-export with the right value after a working pass to render displacement in my renderer of choice.
very nice....create a water filter and use this between the stones good idea
Wow. It's really cool!
Very cool features. Now, tell me when I'll be able to paint seamlessly across UDIMs.
Soon :) I know we keep saying that, but it really is coming. In the meantime, we are adding more features. We haven't forgotten about painting across UDIMs.
Thanks I was waiting for this feature!!!!
waaait wait wait wait, you can alt-click to view the mask? damn, didnt know that, so cool!
LOL same
Where have you been?
Any photoshop user knows this combination) It’s been there forever I guess) So naturally they took it to SP)
@@cgmaster makes sense, i dont use PS 🙁
@@impylse you can also shift+click to disable the mask :)
7:45 Compare Mask
Thanks! Added to description
Very very good!!!!
When you made it rain.... How sweet is that?
ikr?!
You should do videos at least 1440p 60fps so a lot of things would be sharper and better presented.
Loving it, nice work.
What is the result of the displacement? A stronger Normal map or a higher poly count in my fbx? What has to be exported into a Game Engine?
If you want tesselation on your game just use your height map.
It just allows you to view your displacement in Painter as you work. You will not be exporting a tessellated mesh. In the end, you will have a displacement map, but it's helpful to visually see how the map will displace the mesh.
Damn, I shouldnt click no to new updates
Yeah : )
I can't make it work like in this tutorial. Does this work only on planes? Or can you deform any sort of mesh?
When I try to play with the displacement parameters in the shader, even if I modify just by 0.001 from 0, my 3d model gets squashed immediately and I can see that MAPS are overlapping incorrectly.
Can someone please help? What do I do wrong? Follow the tutorial, but it just does not work for me.
Using the the latest Substance Painter 2019.3.2. Operating on MAC.
Thanks.
suppose i have afro hairstyle and beard in same texture set... and if i want to do some height on afro without affecting the beard how can i do that..? i want to use masking on displacement...how can i?
Can we make simple ground materials using these grayscale maps ?
Yes! Lots of ways to do this
Compare Mask is similar to how Quixel Mixer blends textures.
Wonder how good will this be for map terrain texturing from World Machine.
Love to see what you come up with. Let us know how it goes working with World Machine
What about materials. there are free to commercial use or have i pay for that like in Quixel Megascans?
Substance Source materials are a part of the Substance Subscription. However, we also have Substance Share which is a free, community driven site for sharing content. share.substance3d.com/
13:16 PogChamp
The future is here bois.
It's moss rain!
Is there any difference between Height and Displacement in Painter for tessellation or is it just for naming convenience?
Fried Dawk these are different channels. However Displacement effect can be based on Height channel.
hello, excuse me,could you make a tutorial about displacement with a real model, with uv
, not just with a mesh,?~
powerfull!
now can we make materials in painter??
Well you could before, but now you can more easily work with blending channel data : ) It's like what we do in Project Substance Alchemist, but in Substance Painter where you have full control over the masks and painting tools.
I'm really having problems when making a brick wall, the teselation doesn't work well.
What issue are you having? Is it in the overall quality of the displacement?
@@Substance3D hello I'm sending an imgur link imgur.com/ZNrvh9Q
Are you using the tessellation shader in Painter? It looks like there is not enough tessellation in the shader to fully represent the height details.
Substance I'm was not using the shader then, my bad. But it does show proper tessellation when using iRay.
Quixel Mixer?
Quixel Mixer's Big Daddy.
New update, can I make xyz map inside?
For XYZ map, what do you mean?
Substance like mari
finally
Can you add subtitles?
I don't understand without subtitles.
Enable closed caption option in TH-cam. It's the CC option. It will show the sub titles
noice
Whoa
please check your sound recordings, your voice is clipping when you talk loud! Painfull for hearing with hedset! Use a Limiter, Thanks
Will do : ) Very sorry for this issue.