How to fix seams in Displacement Maps using Substance 3D Painter

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  • Опубликовано: 7 июл 2024
  • In this video, we take two methods for fixing displacement seams. I will cover using a brush to fix seams and using the UV distance generator.
    00:00:00 Intro
    00:01:00 Applying the material
    00:01:48 Creating the base mask
    00:05:25 Fix option 01 - Brush
    00:09:19 Fix option 02 - UV Generator

Комментарии • 47

  • @iCamSkiEz
    @iCamSkiEz Год назад +16

    I've said it on old substance videos but you really are perhaps the best educational instructor that I've ever had the pleasure of watching. Seriously mad props to you and keep up the fantastic work.

    • @wes.mcdermott
      @wes.mcdermott  Год назад +3

      Thank you so much! That really makes my day. Thank you : )

  • @carlosrivadulla8903
    @carlosrivadulla8903 Год назад +2

    I enjoy listening to u as if I were a child, ty Wes

  • @keithyakouboff8755
    @keithyakouboff8755 27 дней назад

    Straightforward, helpful. Thanks.

  • @Motionworks
    @Motionworks Год назад +3

    Great tut, thanks Wes!

  • @gneiva
    @gneiva Год назад +1

    Awesome tips! I didn’t know about the uv border generator, I’ll definitely be using it in the future! Thanks Wes!

    • @wes.mcdermott
      @wes.mcdermott  Год назад +2

      Awesome! So glad you found the video helpful

  • @williamlacrosse9389
    @williamlacrosse9389 Год назад

    Great tips and tricks! Wes, you rock!

  • @centerpivot3d
    @centerpivot3d 11 месяцев назад

    Really Wes McDermot, you're great instructor, I'm able to watch your content without distraction, keep posting 👏👏👏

    • @wes.mcdermott
      @wes.mcdermott  11 месяцев назад +1

      Thanks! Definitely will post more tutorials. So glad you liked the videos.

  • @AllenYauAnimation
    @AllenYauAnimation 8 месяцев назад

    Great content as always, Wes! Thank you! If I may, a curvature mask would be a great addition to the seam fix methods!

  • @sketchturner8229
    @sketchturner8229 7 месяцев назад

    Thanks Wes! Very nice method :)

  • @hawk08ht
    @hawk08ht 3 месяца назад +1

    While its a great tip and works well with the given material colour. When using other colours / materials make a duplicate of your layer and place it under the seamfix layer because you are essentially working in mask and with the steps shown in video you are erasing the borders in a way.

  • @nawrasryhan
    @nawrasryhan Год назад +3

    That's smart tip of using uv border generator to cover the seams.
    Even if it is not going to work for all cases, it's still handy to have.
    VRay renderer have "keep continuty" option that's used to fix this kind of issues, I'm wondering if it's using the same concept under the hood.
    As always thanks for sharing!

    • @wes.mcdermott
      @wes.mcdermott  Год назад +2

      Thanks! I am not totally sure on the underlying tech. Other options we have are 3D positional masks. These generators can help when you are needing to mask based on a specific axis.

  • @user-ce9jn8dp9x
    @user-ce9jn8dp9x Год назад

    Fix option 2 is an incredible technic!!

  • @RealCubeMelonClock
    @RealCubeMelonClock Год назад

    thank you! I have been trying to find a solution to this by searching google, but I was having a hard time figuring out the terms to use to find an answer. I eventually found your video and it answered my question perfectly.

    • @wes.mcdermott
      @wes.mcdermott  Год назад

      That's awesome to hear! Thanks for checking out the videos.

  • @TheFelipeBZ
    @TheFelipeBZ Год назад

    Thank you

  • @Klaudius_yt
    @Klaudius_yt 27 дней назад

    I'm painting the skin of a character using perlin noise as height map, the problem is the character has different density on the areas (arms, torso etc.) and even using triplanar the result near the seams is not good. Can I use the generator to blend/smooth height maps across seams? How?

  • @Ricardo-de9ju
    @Ricardo-de9ju 8 месяцев назад

    Awesome fix, thank you so much. I also notice when using procedural mask in conjunction with some blur effect or sharpen for instance, the seams get screwed up, why? No matter what projection type you pick.

    • @wes.mcdermott
      @wes.mcdermott  8 месяцев назад

      It could be project sampling. In the Shader, make sure your samples per pixel are always set to High. If you are talking about seams with displacement, it's a limitation of the shader and I will typically have to manually fix those issues.

  • @antoinerault3872
    @antoinerault3872 Год назад

    Very interesting process, it's going to save me some time ! In which software did you create the UV ?

    • @wes.mcdermott
      @wes.mcdermott  Год назад

      Thanks! Glad you liked the video. I used Maya for the UVs. Maya has some pretty good UV tools.

  • @seragyugi2007
    @seragyugi2007 День назад

    shade smooth will fix the displacemnt issue on flying plane

  • @juanmilanese
    @juanmilanese Год назад

    so... I'm still wrapping my head around this... But, this tesellating + displacement + exporting mesh from SP would be a great way of authoring meshes for nanite in ue5 now that I think about it.

    • @juanmilanese
      @juanmilanese Год назад

      hummm, I wonder if someone has a video called Creating environment materials and meshes in Substance 3D Painter

    • @wes.mcdermott
      @wes.mcdermott  Год назад +1

      Yeah! I’ve also created some quick rocks and cliffs using substance materials and blending them in Painter to create nanite meshes for UE5.

  • @stephenhibberd
    @stephenhibberd Год назад +1

    Instead of exporting the mesh, would you not get the same result by just using the height map for displacement say in vray.?

    • @wes.mcdermott
      @wes.mcdermott  Год назад +1

      Yes absolutely. You can export the displacement map and use that in vray. I don't need to worry about polycounts usually, so I just export the mesh and then use a 2nd normal map to apply some more granular detail.

    • @stephenhibberd
      @stephenhibberd Год назад

      @@wes.mcdermott I tend to forget to export the goe, so thankss for highlighting that, You are the best tutor by far in the industry Wes, been following since the Allegorithmic days!

  • @creativekakensa
    @creativekakensa Год назад +1

    Small Question here. Can Substance Painter Extract UV Coordinates or Create its own UV Maps that can be read in other 3d applications?
    Where by I can just export my model from a 3d app without UV Coordinate and do everything in Substance Painter?

    • @wes.mcdermott
      @wes.mcdermott  Год назад +2

      Yes! We have auto-unwrap tools. When you create your project, there is an option to generate UVs. It works pretty well and create a nice uniform texel density. You can then export the mesh with the UVs from Painter for use anywhere.

    • @creativekakensa
      @creativekakensa Год назад

      @Wes McDermott Thank you.. UV section has been super tough area for me in my texturing workflow I guess substance painter is the right direction to take to make this section easier

  • @venkateshvarma8825
    @venkateshvarma8825 Год назад

    Hi sir sir what is the version of substance painter

  • @nofkn
    @nofkn Год назад +1

    UVs are really bad, you could've straighten those bent parts, which would make that material follow the exact shape of it.

    • @wes.mcdermott
      @wes.mcdermott  Год назад

      Yeah totally agree : ) Wishing I would have adjusted the UVs

  • @ThePrinceOfSloth
    @ThePrinceOfSloth Год назад

    where long hair?

    • @wes.mcdermott
      @wes.mcdermott  Год назад

      Changing it up : ) Going short for a while.