Hi everyone, enjoying both designer and painter except for one issue at the moment. When I send a material from designer to painter, what's the best workflow? cause any tiling in painter (using UV scale) and the material seems to lose resolution quality which is understandable cause it's not tiling like in a shader. So what's the workflow to bring in a designer material, tile it to fit scale of model, do some manual painting and have high quality textures output from painter?
Thanks much in advance!
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To use a material made in Substance 3D Designer within Substance 3D Painter, publish the material as an SBSAR file. Before doing so, make sure you set the method of inheritance for the graph (at the top right of base parameters) to "Relative to Parent". That way it will adapt to the resolution you choose in Painter when you come to use it.
Hi Dave, thanks a lot for this. What's the major difference between this and using the "Send To > Send to Substance 3D Painter" option? And when is a good idea to use this send to option? Thanks again Dave! Cheers.
You can use Send to Substance 3D Painter if you wish, which will open Painter if it is not already open and add the SBSAR to the shelf. The advantage is that even if Painter is already open , the material will be added to the shelf without needing to close and restart Painter to refresh the shelf. If the material is already there, it will be updated.
The disadvantage is that there is less control over exactly where the SBSAR is stored. For example I have my Painter shelf location subdivided into several folders for different material types. Publishing allows me to select exactly where I will publish it to.
kool so either way, once the method of inheritance is set correctly, i'll be able to do UV scaling in painter with no problems of loss of quality?
Being procedural, the materials are recalculated at the size set in Painter. If your computer struggles, you can even paint at a lower resolution then set it higher on final export.
Thanks alot Dave.