Copy link to clipboard
Copied
Hello,
I was unsure of how to phrase the title, but my main problem is that I can't find an explanation on how to use sbsar files from the Substance 3D assets library to create compositions.
I'm trying to use this file
https://substance3d.adobe.com/assets/allassets/1f14fd1ea80ff59e89598390364904dddd8d5c00?q=flowered%2... in order to create a flower composition. But so far I've only been able to use it in Substance painter by adding an opacity mask, but I can't even export that opacity map (it's the only one I can't export, and I'm on pbr metal rough with alpha blending) to use in Maya, and even then I don't really know how to arrange the flowers how I want since it's a texture and not an actual model. Not sure if it's clear, I'll add a screenshot of what I've done so far in SP.
Thanks a lot in advance!
2 Correct answers
You can drop the materials into a brush and use Dynamic stroke mode slection set to Splatter and a different random seed per stamp.
I find the easiest way is to distribute those atlas materials is to use Substance 3D Sampler or substance 3D Designer and then use the resulting material in Substance Painter. For example 3D Sampler has Atlas Scatter that will distribute such an atlas across the surface of another material underneath.
As far as exporting, does your export template contain an opaci
...Hi
If you have another material underneath the Atlas scatter then you don't need to export the opacity. However if you don't then you can add an opacity output and drag the opacity to that output as well as the Alpha of Basecolor as I have done here:
Dave
Copy link to clipboard
Copied
You can drop the materials into a brush and use Dynamic stroke mode slection set to Splatter and a different random seed per stamp.
I find the easiest way is to distribute those atlas materials is to use Substance 3D Sampler or substance 3D Designer and then use the resulting material in Substance Painter. For example 3D Sampler has Atlas Scatter that will distribute such an atlas across the surface of another material underneath.
As far as exporting, does your export template contain an opacity map - or have you fed the opacity channel into the A of Basecolor RGB+A?
Dave
Copy link to clipboard
Copied
Thanks a lot that was very useful, I'll try using Substance Sampler for that !
Yes the opacity channel is contained in the A of Base color which I didn't really choose (and I can't click&drag another opacity channel in my export settings because it's already there I guess) and it doesn't show when I apply the color map in maya. Maybe "pbr metal rough with alpha blending" wasn't the appropriate setting to have color and opacity separated ?
Thanks a lot for your answers!
Copy link to clipboard
Copied
Hi
If you have another material underneath the Atlas scatter then you don't need to export the opacity. However if you don't then you can add an opacity output and drag the opacity to that output as well as the Alpha of Basecolor as I have done here:
Dave
Copy link to clipboard
Copied
Got you, thanks again for your help! Much appreciated
![](/skins/images/21A8EF8B1F539C3FDE57AFE53594EDED/responsive_peak/images/icon_anonymous_message.png)
![](/skins/images/21A8EF8B1F539C3FDE57AFE53594EDED/responsive_peak/images/icon_anonymous_message.png)