This doesn't work. You can't do any painting or projection on occluded geometry because even if you hide the geo Via alpha layering it still blocks the painting and projections.
@@Belidos3D what problem are you addressing here? If you have for example a removable gauntlet that has the same texture set as the underlying arm, you can "hide" the gauntlet but you can't paint on the underlying arm. I fail to see how using ID maps would change anything about this
Thanks for this video but this is sad tho, because this is just a trick that is not actually efficient for the way I use Substance Painter, really wondering when we will get an actual hide mesh option...
I know... whether they've added new features for this in recent versions, it has always been on their radar. Only creating different material sets would do this for you! :(
hopefully they'll find a way to select specified polys and transfer it to a new texture set in SP, cause that's the only way to properly hide an object
I'm trying to hide stuff so I can do the inside of a treasure chest without the outside getting in the way. I've found that the only way I can do that is to make a duplicate of the model with the lid open.
I tried using separate texture sets, as this seemed most logical, but this then exports separate maps. I.e. I have 1 UV map with all the meshes on it, but when you split them to separate materials, they export as separate UV maps. Is there a way to stop that and allow substance to recognise separate materials but combine them when exporting UVS? Thanks!
You should have to combine the UV's inside your 3D program, you can have as many models that share the same UV space. You can either attach them together (UV them), then unattach or just select them all and apply a UV modifier. This is what I do in 3DS Max, so I only have one material and UV for as many assets as I want to put on one map.
@@SpeedTutor yeah that was my issue, I had the meshes sharing one UV space, but two materials i.e. a Lambert and a blinn. When importing the meshes to substance, it exports 2 seperate atlases, that's what I am trying to avoid. I.e. two materials on one atlas post substance. The main reasons are I don't want to combine the normals on Photoshop for floating points, and it's very very difficult to combine the maps because the UV padding overlaps as the UVs aren't present on both atlases, if that makes sense.
I imagine you're using Maya? Or something similar? Cant you just use one material for both objects, and then it will only be one single texture set in Painter and as it will be in the output to your engine or whatever you choose to go?
@@SpeedTutor that's what I've resorted too. It's okay for the most part but would be a useful feature to combine material atlases in substance. It's good to be able to hide/isolate easily and not worry about spill over when painting onto mesh. Thanks man!
Which is very true, this is why the best option is to just mask the areas like I showed in the video tutorial I have on texturing different parts of models using only one texture set. Algorithmic did get asked about the feature you're wanting years ago but it wasn't on their list of things to cover because I think it's more complicated than it seems.
I am, I'm almost ready to make a new one. It's been pretty hard recently to find the time, a lot of crazy stuff going on. I will do it though, I promise!
That's from your 3D program, based on how many materials you have on your object. If you use one material for your entire model, you will only have 1 texture set. :) I hope that helps.
@@SpeedTutor check it out! It let's you hide and mask based on geometry parts. I'm not exactly sure if the "mesh parts" would be separate objects exported together technically or something else. I haven't tested it out yet but definitely going to try it soon! Here's the feature video: ruclips.net/video/TGASuIGSUns/видео.html
@@SpeedTutor So using Blender and exporting the bowl of ramen model I made, my object can have the geometry select different pieces of the mesh only if they are different objects during export. If it's all in the same object, Substance only sees one "piece."
@@SpeedTutor Just to clarify, you want one export file, separate objects that you want to be able to hide or mask by, and if you want later after painting, join the objects back together as one object. That's what I'm doing with my ramen :D
The fact it requires 4 min tutorial, and includes having to make masks , makes me think its quicker to export the textures and hide the parts in blender to see progress.
This doesn't work. You can't do any painting or projection on occluded geometry because even if you hide the geo Via alpha layering it still blocks the painting and projections.
Which is true, this isn't a full-proof concept until they find a better solution other than having seperate objects with materials and such.
@@Belidos3D what problem are you addressing here? If you have for example a removable gauntlet that has the same texture set as the underlying arm, you can "hide" the gauntlet but you can't paint on the underlying arm. I fail to see how using ID maps would change anything about this
just wanted to say i encountered the same thing in the 2021 version even with the geometry masking they have now. bummer. :(
TL;DR: Add an opacity channel and make the thing you want to hide invisible with a 0 opacity fill layer
Exactly!
Haha, Thanks for the tutorial!
you are a wizard harry!!
Should I rename myself?
Keep doing substance painter tips. Helping me out loads
Will do! :)
Thanks man, exactly what i need!
Glad I could help!
can you do a tutorial on how to chop a tree and picking up the logs?
love your vids man!
Oh God thank you so much!
No worries, I hope it helps!
Nice video. Please continue doing the survival series. You have to do the meat and the water
you are the best mate. best!
Yeah it works but changing shader settings temporary is needed to pbr-metal-rough-with-alpha-blending!
Nice tip!
Waouh, a big thank you !!
Thanks for this video but this is sad tho, because this is just a trick that is not actually efficient for the way I use Substance Painter, really wondering when we will get an actual hide mesh option...
I know... whether they've added new features for this in recent versions, it has always been on their radar. Only creating different material sets would do this for you! :(
Thanksss!!
hopefully they'll find a way to select specified polys and transfer it to a new texture set in SP, cause that's the only way to properly hide an object
continue survival series
its beautiful *cries*. Subscribed!
Thanks very much! :)
Starts at 1:34
I'm trying to hide stuff so I can do the inside of a treasure chest without the outside getting in the way. I've found that the only way I can do that is to make a duplicate of the model with the lid open.
You could paint on the UV map instead?
1:35
I tried using separate texture sets, as this seemed most logical, but this then exports separate maps. I.e. I have 1 UV map with all the meshes on it, but when you split them to separate materials, they export as separate UV maps. Is there a way to stop that and allow substance to recognise separate materials but combine them when exporting UVS? Thanks!
You should have to combine the UV's inside your 3D program, you can have as many models that share the same UV space. You can either attach them together (UV them), then unattach or just select them all and apply a UV modifier. This is what I do in 3DS Max, so I only have one material and UV for as many assets as I want to put on one map.
@@SpeedTutor yeah that was my issue, I had the meshes sharing one UV space, but two materials i.e. a Lambert and a blinn. When importing the meshes to substance, it exports 2 seperate atlases, that's what I am trying to avoid. I.e. two materials on one atlas post substance. The main reasons are I don't want to combine the normals on Photoshop for floating points, and it's very very difficult to combine the maps because the UV padding overlaps as the UVs aren't present on both atlases, if that makes sense.
I imagine you're using Maya? Or something similar? Cant you just use one material for both objects, and then it will only be one single texture set in Painter and as it will be in the output to your engine or whatever you choose to go?
@@SpeedTutor that's what I've resorted too. It's okay for the most part but would be a useful feature to combine material atlases in substance. It's good to be able to hide/isolate easily and not worry about spill over when painting onto mesh. Thanks man!
Which is very true, this is why the best option is to just mask the areas like I showed in the video tutorial I have on texturing different parts of models using only one texture set. Algorithmic did get asked about the feature you're wanting years ago but it wasn't on their list of things to cover because I think it's more complicated than it seems.
Are you still confusing the Survival Series? I really liked it!
I am, I'm almost ready to make a new one. It's been pretty hard recently to find the time, a lot of crazy stuff going on. I will do it though, I promise!
SpeedTutor thanks - I understand, life can be busy at times, I just had all my exams!
Oh. How did they go?
SpeedTutor Very well thank you!
does anyone reading this still use this method nowadays or does any newer SP's have better solutions?
I'm not fully aware of another solution (There maybe) but I still use this if I need it! :)
please go survival series please
Wow,thanks a lot ...
No problem!
you didnt show how create texture set list ?
That's from your 3D program, based on how many materials you have on your object. If you use one material for your entire model, you will only have 1 texture set. :) I hope that helps.
@@SpeedTutor yes, I remember after that. Thanks
@@onderyetiskin No problem!
There is now a Geometry Mask system in Substance Painter 2021.1!
:o What does that do? Does that let you select separate geometry? What about if you model is all as one object?
@@SpeedTutor check it out! It let's you hide and mask based on geometry parts. I'm not exactly sure if the "mesh parts" would be separate objects exported together technically or something else. I haven't tested it out yet but definitely going to try it soon!
Here's the feature video: ruclips.net/video/TGASuIGSUns/видео.html
Thank man! :)
@@SpeedTutor So using Blender and exporting the bowl of ramen model I made, my object can have the geometry select different pieces of the mesh only if they are different objects during export. If it's all in the same object, Substance only sees one "piece."
@@SpeedTutor Just to clarify, you want one export file, separate objects that you want to be able to hide or mask by, and if you want later after painting, join the objects back together as one object. That's what I'm doing with my ramen :D
If i could hug you I would
Haha, free hugs! :)
The fact it requires 4 min tutorial, and includes having to make masks , makes me think its quicker to export the textures and hide the parts in blender to see progress.
Whatever is easier for you but you can do this in about 30 seconds if you know what you're doing! :)
@@SpeedTutor ah fair enough.
speedtutor i need your help with a problem im having
What's up?
SpeedTutor could you make a video on making a inventory and weapon system
When I try to render, it shows up itself. What can I do?
thanks, I found this video helpful.
Great to hear it, how did you find me?