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Hi everyone, it's been a while since i started wondering why there's no triplanar projection option for some filters like "Blur Slope" or generators like "Dripping Rust". I love triplanar projection, most of the times is definitely a game changer, but when i come to use it in conjunction with those two filters (which i often like to adopt) i always have to tweak with a painting layer on top of it to correct the visible seams appearing on the textures, which can be really tedious depending on the asset i'm texturing and the level of details.
Is it possibly me not knowing how to fix it or is it actually a missing "feature"? If so, how come has it not been implemented and doesn't work like with other generators like "Dirt" for example?
Thanks to whoever will have an answer or will be able to help 🙂
Hello @Mark - Da_Drood,
Don't worry, this is a great excuse!
Those Filters / Generators (like the Blur slope) are often nodes from Substance 3D Designer. These nodes work on 2D images, and inside Substance Painter, in order to work properly, they affect the 2D view, meaning the UVs. The UV islands create a discontinuity on the effect, creating the visible seams.
Unfortunately, this is the expected behavior and there are currently no plans to share on this regard.
Cordially,
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I assume there's actually no explanation for this? It would be awesome if this could be implemented in one of the future patches though. Or if there's a logic behind the fact that some filters/generators can't apply triplanar projection i would like to understand why.
(also yes, i needed an excuse to bring back up to page 1 this topic *-*)
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Hello @Mark - Da_Drood,
Don't worry, this is a great excuse!
Those Filters / Generators (like the Blur slope) are often nodes from Substance 3D Designer. These nodes work on 2D images, and inside Substance Painter, in order to work properly, they affect the 2D view, meaning the UVs. The UV islands create a discontinuity on the effect, creating the visible seams.
Unfortunately, this is the expected behavior and there are currently no plans to share on this regard.
Cordially,
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Hey Cyril, thanks for the explanation 🙂 at least there is the workaround i explained in the first post of this topic.
Thanks again for the answer 😄
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Hello! I ve also faced with this problem. Matfx rust weathering filter sometimes makes the exact result i need. But the fact I can not use tri-planar projection with this filter (it's the only issue in case of texturing complex geomerty assets) literally kills this material so i have to come up with another and frequently worse looking ways to texture something. It there actually ANY WAY to fix the seams caused by this filter? Its a large miss not to use this as for me:(
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You can always add a Tri-Planar filter on top of your MatFx, but the results will probably be more chaotic.