Substance Painter to Daz Studio (Commercial)

245

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  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 2016
    Esemwy said:

    Finished watching last night. Great stuff! I immediately started a script to document the image gamma values. I was hoping to get some proof-reading from the thread as well as share the love...

    // DAZ Studio version 4.9.3.153 filetype DAZ Scriptvar g_MapSettings = {    "Diffuse Color"         : {value: 1.0, gamma: 0.0},    "Metallic Weight"       : {value: 1.0, gamma: 0.0},    "Diffuse Roughness"     : {value: 1.0, gamma: 2.2},    "Glossy Layered Weight" : {value: 1.0, gamma: 1.0},    "Glossy Reflectivity"   : {value: 1.0, gamma: 0.0},    "Top Coat Weight"       : {value: 1.0, gamma: 0.0},    "Glossy Roughness"      : {value: 1.0, gamma: 0.0},    "Top Coat Roughness"    : {value: 1.0, gamma: 0.0},    "Bump Strength"         : {value: 15.0, gamma: 0.0},  // Change value to suit    "Normal Map"            : {value: 1.0, gamma: 1.0},    "Glossy Color"          : {value: 1.0, gamma: 2.2}};function editMap(prop, val, gamma) {	if (!prop.isMapped()) return;	prop.setValue(val);	var oMap = prop.getMapValue();	if (!oMap) return;	oMap.setGamma(gamma);}(function() {    var oNode = Scene.getPrimarySelection();    if (!oNode) return;    var oObj = oNode.getObject();    if (!oObj) return    var oShape = oObj.getCurrentShape();    if (!oShape) return;    var nMat = oShape.getNumMaterials();    for (var j = 0; j < nMat; j++) {	    var oMat = oShape.getMaterial(j);	    if (!oMat) continue;	    	    var aProp = Object.keys(g_MapSettings);	    var nProp = aProp.length;	    for (var i = 0; i < nProp; i++) {		    var sProp = aProp[i];		    var oProp = oMat.findProperty(sProp);		    if (!oProp) continue;			    if (!oProp.isNumeric()) continue;		    if (!oProp.isMappable()) continue;		    		    editMap(oProp, g_MapSettings[sProp].value, g_MapSettings[sProp].gamma)		}	}})();

    Let me know if you have any corrections.

    I'm not quite clear if you're trying to add gamma correction, remove it, or what, but shouldn't diffuse roughness have a gamma of 1.0 and not 2.2 because its non-colour data? As for diffuse colour itself, shouldn't that be 2.2 and not 1.0?

    Post edited by Lissa_xyz on
  • To all, thanks for your comments! smiley Let me try and address some of the questions brought up:

    @Tottallou - Sorry to say but that's what this is, a video tutorial. The html files just bring up the video with chapters whereas the mp4 video is just that.

    @Esemwy - waaaaaay cool! Thanks for sharing...wheees!

    @Marble - Go to the SP YouTube channel to learn more. https://www.youtube.com/channel/UC-toy9WMImypmLAiU9h_SzQ

  • Esemwy said:

    Finished watching last night. Great stuff! I immediately started a script to document the image gamma values. I was hoping to get some proof-reading from the thread as well as share the love...

    // DAZ Studio version 4.9.3.153 filetype DAZ Scriptvar g_MapSettings = {    "Diffuse Color"         : {value: 1.0, gamma: 0.0},    "Metallic Weight"       : {value: 1.0, gamma: 0.0},    "Diffuse Roughness"     : {value: 1.0, gamma: 2.2},    "Glossy Layered Weight" : {value: 1.0, gamma: 1.0},    "Glossy Reflectivity"   : {value: 1.0, gamma: 0.0},    "Top Coat Weight"       : {value: 1.0, gamma: 0.0},    "Glossy Roughness"      : {value: 1.0, gamma: 0.0},    "Top Coat Roughness"    : {value: 1.0, gamma: 0.0},    "Bump Strength"         : {value: 15.0, gamma: 0.0},  // Change value to suit    "Normal Map"            : {value: 1.0, gamma: 1.0},    "Glossy Color"          : {value: 1.0, gamma: 2.2}};function editMap(prop, val, gamma) {	if (!prop.isMapped()) return;	prop.setValue(val);	var oMap = prop.getMapValue();	if (!oMap) return;	oMap.setGamma(gamma);}(function() {    var oNode = Scene.getPrimarySelection();    if (!oNode) return;    var oObj = oNode.getObject();    if (!oObj) return    var oShape = oObj.getCurrentShape();    if (!oShape) return;    var nMat = oShape.getNumMaterials();    for (var j = 0; j < nMat; j++) {	    var oMat = oShape.getMaterial(j);	    if (!oMat) continue;	    	    var aProp = Object.keys(g_MapSettings);	    var nProp = aProp.length;	    for (var i = 0; i < nProp; i++) {		    var sProp = aProp[i];		    var oProp = oMat.findProperty(sProp);		    if (!oProp) continue;			    if (!oProp.isNumeric()) continue;		    if (!oProp.isMappable()) continue;		    		    editMap(oProp, g_MapSettings[sProp].value, g_MapSettings[sProp].gamma)		}	}})();

    Let me know if you have any corrections.

    OK I found the gamma setting worked great but it set the "Base Color" and "Glossy Color" to black but rest were ok !

    Save

  • Midnight_storiesMidnight_stories Posts: 4,112
    edited December 2016

    Here's a first try with all the map and setting from the tutorial

    Sword02.jpg
    1000 x 1300 - 293K
    Post edited by Midnight_stories on
  • RAMWolffRAMWolff Posts: 10,212

    I did buy this but haven't downloaded it as of yet but I do want to ask... can this be applied to working with organic surfaces like figure skins?  It's all about making things seamless in this case. 

  • ArtisanSArtisanS Posts: 209

    The RAMWolff.....cool.

    Well if you have different materials I have not been able to paint over the borders of the/a material in Substance Painter which sort of renders it useless in this respect.....it simply does not work that way. To be frank it can do soft objects like fur hair and skin but I would prefer the workflow mr. Sixus1 is showing (and showing off :-)) at the other site (which we al know) using good old Z-brush.....or use Blender (that can also paint merriely over material border AFAIK) in Texture Paint mode, but Z-brush does a better job. What can be frustrating (I know because I bought a Merchant Resource skin a few month back and skin of the torso and the skin of the legs just refuses to match) is indeed getting skin to blend in in all the channels you are using. Especially roughness and height maps do have a tendency to create ever so fine lines that non the less can stick out like a sore thumb under the right (or wrong) conditions, so far I have not been able to find a permanent 100% airtight solution.

    Greets, ArtisanS..

     

  • RAMWolffRAMWolff Posts: 10,212

    So, hmmm, no way to paint organic objects with getting those pesky seams taken care of.  I use ZBrush about every day and I'm aware of the various ways to paint in there but don't really like the work flow much.  I too have 3DCoat and I keep getting shoved back in that direction it seems...

  • Midnight_storiesMidnight_stories Posts: 4,112
    edited December 2016

    Here's the final version of the Sadre, I found that the normals were coming out wrong, so had to invert the green channel, also had to turn off the top coat on the leather as it was way to shiny. Apart from the glass this used only one map set for all materials and I tweeked them to suit. I hope it's correct the DS only uses Open GL for normals not Direct X ?

     

    Sword final.jpg
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    Post edited by Midnight_stories on
  • SnowSultanSnowSultan Posts: 3,595

    That's very nice Midnight_Stories. I've had a little luck painting DAZ stuff with Substance Painter (primarily the Succubus Wings), but I hope that many vendors like yourself will be able to take advantage of this program and make improved textures in the future. Is that a saber that is available at DAZ?

  • Midnight_storiesMidnight_stories Posts: 4,112
    edited December 2016

    That's very nice Midnight_Stories. I've had a little luck painting DAZ stuff with Substance Painter (primarily the Succubus Wings), but I hope that many vendors like yourself will be able to take advantage of this program and make improved textures in the future. Is that a saber that is available at DAZ?

    Yes we just needed someone to give us a bit of an idea on how to use the maps in DS I'm changing my work flow, so hope to have some improvements in my products, as material are not one of my strong points.

    Cheers

    Post edited by Midnight_stories on
  • @Midnight - Top Coat is for fresnel effects, leather wouldn't apply. Daz Studio is OpenGL, I've not had to invert any channels when bringing in SP maps. Depending on the effect desired I have used Top Coat at a very low setting on Tires (rubber).

    To some: Please respect the OT of this thread.

  • OK have deleted any mention of OT but if I'm using you're tutorial to make something then it should be OK to post images, produced from it !

    No disrespect intended !

  • OK I think I found where the normals problem was, looking at you're RayRay preset, the Normals is set to Direct X and not OpenGL to me it should be GL. See snapshot for details.

    This is why my normals where coming in wrong as soon as I swapped it over to OpenGL they were fine. Just something you might want to look at, I know how complex it is to find things, not easy!

    RayRay-Settings.jpg
    920 x 668 - 345K
  • OK have deleted any mention of OT but if I'm using you're tutorial to make something then it should be OK to post images, produced from it !

    No disrespect intended !

     

    My comment was not intended for you Midnight. Thank you for catching that Normal issue, I'll make sure to get that corrected and reupload the new export file. smiley

  • OK have deleted any mention of OT but if I'm using you're tutorial to make something then it should be OK to post images, produced from it !

    No disrespect intended !

     

    My comment was not intended for you Midnight. Thank you for catching that Normal issue, I'll make sure to get that corrected and reupload the new export file. smiley

    No problems DED ! believe me you have really helped set me off in a good direction for Iray materials!

    Cheers

    Save

  • EsemwyEsemwy Posts: 578
    Esemwy said:

    Finished watching last night. Great stuff! I immediately started a script to document the image gamma values. I was hoping to get some proof-reading from the thread as well as share the love...

    Let me know if you have any corrections.

    OK I found the gamma setting worked great but it set the "Base Color" and "Glossy Color" to black but rest were ok !

    Save

    I fixed this in the original post. DS requires an integer value for colors in the method I call.

    Vaskania said:

    I'm not quite clear if you're trying to add gamma correction, remove it, or what, but shouldn't diffuse roughness have a gamma of 1.0 and not 2.2 because its non-colour data? As for diffuse colour itself, shouldn't that be 2.2 and not 1.0?

    I picked the gamma values based on what I think was said in the video. If I might make a request of the author to double-check me, I'll make corrections and post a final version. 

  • Esemwy said:
    Esemwy said:

    Finished watching last night. Great stuff! I immediately started a script to document the image gamma values. I was hoping to get some proof-reading from the thread as well as share the love...

    Let me know if you have any corrections.

    OK I found the gamma setting worked great but it set the "Base Color" and "Glossy Color" to black but rest were ok !

    Save

    I fixed this in the original post. DS requires an integer value for colors in the method I call.

    Vaskania said:

    I'm not quite clear if you're trying to add gamma correction, remove it, or what, but shouldn't diffuse roughness have a gamma of 1.0 and not 2.2 because its non-colour data? As for diffuse colour itself, shouldn't that be 2.2 and not 1.0?

    I picked the gamma values based on what I think was said in the video. If I might make a request of the author to double-check me, I'll make corrections and post a final version. 

    The script is all working good and have got the normals set to openGL, so it's full steam ahead for me. Thanks guys

  • NGartplayNGartplay Posts: 3,112

    Hey Ray, if you could note Esemwy's request it would be so helpful.

    I have been watching Substance Painter tutorials for over 6 hours and I can't take one more minute.  Ray I have a question about your very first tutorial and grouping the uv maps.  How do we contact you with questions pertaining to the series?

  • @NGartplay - You can contact me at darkedge@sbcglobal.net

    @Esemwy - Looking into that, I'll get back at ya. Thanks for your script, really helpful.

    Also creating a new export configuration file for everyone, just doing some testing.

  • NGartplayNGartplay Posts: 3,112
    edited December 2016

    Thanks DeD!

    Post edited by NGartplay on
  • @Esemwy - Glossy Reflectivity and Top Coat Weight should have a Gamma Value of 1. smiley

  • EsemwyEsemwy Posts: 578

    @Esemwy - Glossy Reflectivity and Top Coat Weight should have a Gamma Value of 1. smiley

    Fixed, thanks! 

  • Hi DED.

    Just wondering if you've updated the RayRay preset?

    Thanks

    Pete

  • Yes sir, it was updated a couple of weeks ago. smiley

  • Excellent......and my final stupid question is.....where can I get the update?

  • Scratch that....found it.

     

    Thanks Ray

  • NGartplayNGartplay Posts: 3,112

    Actually I'd like to know if I have the updated RayRay or not.  Where can I find the update?

  • NGartplay said:

    Actually I'd like to know if I have the updated RayRay or not.  Where can I find the update?

    If you go to your product library in you DAZ Account it's the last file (5 of 5) for this product

  • NGartplayNGartplay Posts: 3,112

    Oh ok, I was thinking that I would get an email telling me that a product had been updated.  I'll go redownload that zip...cheers!

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