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Inspiring
March 3, 2023
Answered

Working With Decals - Any Way To Auto Sync Material Fill Layer and Mask Fill?

  • March 3, 2023
  • 1 reply
  • 1761 views

Hi 

 

Im importing decals from Quixel Bridge - so the usual material files - normal, diffuse, height, roughness and combining these into a fill layer in Substance Painter. They also use an opacity map, so I created a black mask with it's own fill layer and place the opacity in there. 

 

All good, but when I want to move the decal, the material size/pos is not sync-ed to the mask fill layer's size/pos, so I have to manually transfer over values between the two. 

 

Is there a way to sync them, so I can just move my decal easily? Thanks!

This topic has been closed for replies.
Correct answer Cyril Dellenbach

Hello @pppeepo,

 

If you don't already know this feature, you're gonna love this.

 

The easiest way to settle and edit your decal map is simply by using our Decal system instead of a fill layer. You simply have to Alt+drag and drop any material from your shelf.

 

 

This way, you can later quickly move/scale/rotate the decal, or even edit the grid of the projection!

 

 

Because your Megascan material is divided by multiple bitmap, you can create a fill layer, add all of your textures in the dedicated slots (even the alpha) and right click anywhere in your Properties window > create material preset

 

Just like that, your Megascans material is inside your Substance 3D Painter library and you can now drag and drop it as a decal !

 

Hope this will help and have a nice day !

 

 

1 reply

Cyril Dellenbach
Community Manager
Cyril DellenbachCommunity ManagerCorrect answer
Community Manager
March 3, 2023

Hello @pppeepo,

 

If you don't already know this feature, you're gonna love this.

 

The easiest way to settle and edit your decal map is simply by using our Decal system instead of a fill layer. You simply have to Alt+drag and drop any material from your shelf.

 

 

This way, you can later quickly move/scale/rotate the decal, or even edit the grid of the projection!

 

 

Because your Megascan material is divided by multiple bitmap, you can create a fill layer, add all of your textures in the dedicated slots (even the alpha) and right click anywhere in your Properties window > create material preset

 

Just like that, your Megascans material is inside your Substance 3D Painter library and you can now drag and drop it as a decal !

 

Hope this will help and have a nice day !

 

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
pppeepoAuthor
Inspiring
March 6, 2023

Hi Cyril - I've just tried this for the first time - I can indeed create the material from the Quixel bitmaps and have got material preset in SP, but I can't get the opacity to work.

 

I have an opacity bitmap (black and white), but if I create my material and use a mask and fill layer to create the opacity, the material preset seems to ignore the opacity. I tried another approach, adding a translucency map to the material, but this does the same. 

 

How do I get the opacity in the material preset please?

Many thanks!

Cyril Dellenbach
Community Manager
Community Manager
March 6, 2023

Hi again @pppeepo,

 

The mask of a layer is never saved as a preset, but I've personally tried to turn a Megascans decal into a Substance 3D Painter decal and I can see where the problem comes from.

 

The Megascans decal have padding background on the bitmap. To use a bitmap as a decal in Substance 3D Painter, you don't especially need an opacity map, but a transparent background.

 

 

 

 

Therefore, I'd suggest you to delete the background of your maps before importing inside Substance 3D Painter. If the decal has a complex shape, you may use the opacity map as a mask to delete the background.

 

 

 

Keep me posted !

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe