losing opacity when publishing sbsar? and weird stretching.
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I have some texture maps for a line marking for a road, the dimensions are 16k by 512 since its just a long white line.
it has an alpha, and i've set it all up in designer and the alpha appears to work in substance but when i export the sbsar and view it in Sampler or Painter, that alpha isn't working anymore, how can i get it to keep this opacity/ mask map that seems to work in Designer?
Also it's stretching this thin white line a lot in width, how can i get it to not stretch and preserve it's original size/ ratio?
the alpha and diffuse if anyone wants to try them https://drive.google.com/file/d/1dajeLuFZTN4ej-kJekTMoQk8BjohLjHm/view?usp=sharing
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On the alpha issue, did you both export an opacity channel from Designer then use that channel in Painter with a shader that supports opacity (e.g. PBR Metal Roughness with Alpha Blending)?
Dave
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hi thank you, turns out I needed to select the mask in the Material Properties in Painter, once I linked it to the mask channel it works as excepted
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Hello @emartin8907,
Regarding the stretching in Designer's 3D View, this is caused by the UV mapping of the plane mesh, which will map the texture to the entire surface of the plane.
To prevent this stretching, you can modify your texture so its ratio is 1:1 to fit the plane UVs without deformation.
Best regards.
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Hi thank you @Luca Giarrizzo and where do i set that ratio in designer? I've tried the base parameters attributes, there is Pixel Ratio with a dropdown and options ' Square' or 'Stretched' - that doesn't seem to make a difference though.
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oh wait you mean to like take them into photoshop and basically make it a square and fill the empty space with black? so its 1:1? Is there any way to do this in designer?
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Hello @emartin8907,
Thank you for your patience. Indeed, that is what I meant!
In Designer, you can use a Transformation 2D node set to the No Tiling tiling mode and stretch the image to restore its original ratio.
I hope this is helpful!
Best regards.