Copy link to clipboard
Copied
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?
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.
Set the graph bit-depth to absolute then choose the precision you want, which should be 16bit minimum:
Copy link to clipboard
Copied
Actually, I took it in Marmoust software and baked 32 bits there! But it is still pixelated.
Copy link to clipboard
Copied
My graph in Substance Designer is as follows:
And the triplaner settings are as follows:
Copy link to clipboard
Copied
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.
Copy link to clipboard
Copied
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?
Copy link to clipboard
Copied
Set the graph bit-depth to absolute then choose the precision you want, which should be 16bit minimum:
Copy link to clipboard
Copied
thank you so much ❤️
I was very involved in this issue. I am really grateful
Copy link to clipboard
Copied
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.
Copy link to clipboard
Copied
If you bake your textures with Painter, just to test, do the issue remains ?
Copy link to clipboard
Copied
Have you solved the issue?! I'm on the same situation here...