Hi, I put a triplanar in my generator to project the output of the work as a triplaner .. but the output of the work is in pixels.
I searched the internet and saw some people saying that the position map should be 16-bit. So where do I change the bake settings in the substance painter software so that the output of this process is a 16-bit map?
Actually, I took it in Marmoust software and baked 32 bits there! But it is still pixelated.
My graph in Substance Designer is as follows:
And the triplaner settings are as follows:
Pixelated results with generators/filters is related to a loss of precision/bit-depth at some point, it can be either:
You mention that you baked in 32bit, but not which file format you used to store the result. If I recall well, Marmoset Toolbag doesn't support 16bit pngs and TGA is 8bit only as well. So make sure you use an appropriate file format.
I saved the file as a PSD in Marmoust software, so it has the ability to save a 32-bit file. How do I convert a graph to 16 bits?
Set the graph bit-depth to absolute then choose the precision you want, which should be 16bit minimum:
thank you so much ❤️
I was very involved in this issue. I am really grateful
I have a similar issue, except I am only using default substance painter materials.
In the Steel Dark Aged smart material, the Finish Rough filter on the Metal fill is set to UV projection by default. When I turn on Tri-Planar, the projection turns into a larged pixelated pattern. I authored a 16-bit PSD and plugged it in as a Custom Grunge, and the result is simlar to the default grunge. The pixelation is being projected into the normals information.
I have also baked out a 16 bit normal map just to be sure, and the results are the same.
If you bake your textures with Painter, just to test, do the issue remains ?