Substance Painter

Since i fell in love with this software,

i really really wished there would be a tight integration of Painter with DAZStudio (a bit like GoZ/bridge...) someday

Comments

  • Oso3DOso3D Posts: 15,013

    I also love SP. But I'm curious what you feel Daz would need?

     

  • I also love SP. But I'm curious what you feel Daz would need?

     

    My guess is the OP wants to be able to export content directly from DAZ Studio into Substance Painter, paint textures on the model, then transfer that back to Studio, even though that isn't how it works even with GoZ.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited May 2017

    IMO, the same as the other integrations, the ability to adjust substance-created parameters directly within DS.

    Take a look at this vid and you'll see a bit about the UE integration for substance. It should start around 6:10: 

    Post edited by Lissa_xyz on
  • nonesuch00nonesuch00 Posts: 18,131
    edited May 2017

    It would be nice if DAZ exported it's texture / material / shader sets in .sbar format as even Unity uses .sbar format. Or if DAZ created some public domain PBR interchange format and an example plugin that works with Unity and UE4. It'd be very practical, especially given the Morph Character System. 

    Post edited by nonesuch00 on
  • Male-M3diaMale-M3dia Posts: 3,581
    edited May 2017

    The integration would be useless until the substance products handles UDIM properly along with being able to paint across seams.

    Post edited by Male-M3dia on
  • Josh CrockettJosh Crockett Posts: 572

    The integration would be useless until the substance products handles UDIM properly along with being able to paint across seams.

    Agreed

  • It would be nice if DAZ exported it's texture / material / shader sets in .sbar format as even Unity uses .sbar format. Or if DAZ created some public domain PBR interchange format and an example plugin that works with Unity and UE4. It'd be very practical, especially given the Morph Character System. 

    Not really, as DAZ Studio meshes are higher poly (or can be) than what is used in the Morph Character system; I've actually looked at them and the highest polycount mesh in MCS is identical to the base polycount mesh for G3.

     

  • Lissa_xyzLissa_xyz Posts: 6,116

    The integration would be useless until the substance products handles UDIM properly along with being able to paint across seams

    For characters, yes, I agree as well, but for properly mapped individual props and a lot of the clothing, it'd work fine.

  • Cris PalominoCris Palomino Posts: 11,391

    The integration would be useless until the substance products handles UDIM properly along with being able to paint across seams.

    Agreed

    Doubly agree.

  • Male-M3diaMale-M3dia Posts: 3,581
    Vaskania said:

    The integration would be useless until the substance products handles UDIM properly along with being able to paint across seams

    For characters, yes, I agree as well, but for properly mapped individual props and a lot of the clothing, it'd work fine.

    The feature would make no sense if you can only use it part of the time. It needs to work for everything first or the development time would be wasted. 

  • wolf359wolf359 Posts: 3,828

    SP is awesome!!

    however Considering the tiny ratio of us content producers to content consumers, in this user base,
    I can think of many DAZ studio native improvements that would likely take precedence over yet another bridge to an external third party content creation application.

  • nonesuch00nonesuch00 Posts: 18,131

    OK, I know DAZ has a very small direct staff that can't handle the work load but the portability is feasible and needed as it's not like the next CPU/GPU/RAM/Storage iteration is going to be an 8088 with 32K RAM.

  • wolf359 said:

    SP is awesome!!

    however Considering the tiny ratio of us content producers to content consumers, in this user base,
    I can think of many DAZ studio native improvements that would likely take precedence over yet another bridge to an external third party content creation application.

    The only real benefit would be similar to the GoZ bridge; getting the raw models into and out of Substance Painter. You would still have to export the texture maps (images) you create, just like you have to do so when creating them in zBrush.

  • wolf359wolf359 Posts: 3,828

    "OK, I know DAZ has a very small direct staff that can't handle the work load but the portability is feasible and needed "

     

    "Needed" or desired by some users who are excited about Surface painter ATM???.

    One has to consider the long term benefits/Hazards of creating Direct"bridges" to applications that you do not own/control.

    Surface painter is a standalone pro solution .
    the owner of such other applications can crank out service  service releases,bug fix updates at any time that might 

    break some unaffiliated" bridgmakers" functionality.

    IIRC Bryce 6.1 broke Daz's Own bridge to bryce for a while and Daz "owns" Bryce.cool

    It is much more risky to commit Dev team resources 
    to chasing external moving targets when you could better  deploy those resources improving Daz studio and its 

    flagship Genesis models. 

  • wolf359 said:
     

    One has to consider the long term benefits/Hazards of creating Direct"bridges" to applications that you do not own/control.

    The critical thing to consider here is whether or not there are direct bridges to other applications available; if there isn't, such a thing isn't worth the effort. It's entirely different if there is, though as you point out it's still possible for those to break if one or the other changes something without the other being informed of the change.

  • wolf359wolf359 Posts: 3,828
    edited May 2017

    And there lies the risk in creating such bridges without official collaboration

    . This happened many times when third parties created plugins to add missing features to maxon cinema4D over the years.

    One talented fellow created a fluid simlation suite years ago that gave cinema4D the C4D all of the particle based fluid capabilities of the mighty Realflow from nextlimit. The c4d community was ecstatic..for about one week until Maxon released a surprise .5 Update that sundered the entire suite nonfunctional.

     

    This developer became incensed and stopped further development of C4D add ons and Maxon had no obligation to support unsanctioned third party tack ons they did not develop.

    A similar thing happened with various poser to C4D plugins over the years. It is always a risky venture

    Post edited by wolf359 on
  • CenobiteCenobite Posts: 206

    Some kind of Bridge between products would be extreamly useful instead of having to use Blender a freeware based program to bridge 3D assets, even if substance painter isn't much use for chararcter textures a bridge would be highly usefull for prop's and vehicle componates, I really need compaitbilty here for all the products these assets are being processed through and interoperability between all the editors. Makes life easier instead of handbrake city where your missing some feature some other program offers and files don't read between sources.

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