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Blender - Substance Painter PBR texture Artifacts.

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southafrica
Hi

Just wanted to find out if anyone has experienced these artifacts.
All these sirfaces should be shaded the same, but for some reason when Substance painter Exports parts of my normal maps don't export right.
I have narrowed in it down to the Normal map, but not sure what is causing it.

1596393663405.png
 
Hello...

What do you mean by parts of your normal maps? How or what is the preset for the normal maps, the rest of them as well?
 
Sorry , it was such a weird problem to try and explain. Normal's would flip the wrong direction in certain places, all on the same map, sometimes even the same surface. But I solved it by flipping it from Tangent space to Object space.

1596431730341.png
 
It looks like you're using tiling on the building? I.e. parts of your uvs are used multiple times, right? Substance can't do that, because when you bake your world position, thickness and curvature maps, it will reassign values in the uv over and over and over. Since I switched to Substance, I'm having this issue with some of the parts on my model as well. When doing aircraft, the solution is either to unwrap your model again, this time without the uv overlaps, or you export a minimized version with only ONE instance of the uv map space used. However, none of this will help you, since for the scenery development it's vital to use tiling textures. Your solution probably lies in creating trim sheets using Blender+Substance and then tile those trims on your model within Blender. If you are developing for P3Dv4.5/v5, you can even assign a secondary UV to your model to bake your AO map onto it.

I'm sure @spotlope could give some more specific advise, if he finds the time for it.
 
It looks like you're using tiling on the building? I.e. parts of your uvs are used multiple times, right? Substance can't do that, because when you bake your world position, thickness and curvature maps, it will reassign values in the uv over and over and over. Since I switched to Substance, I'm having this issue with some of the parts on my model as well. When doing aircraft, the solution is either to unwrap your model again, this time without the uv overlaps, or you export a minimized version with only ONE instance of the uv map space used. However, none of this will help you, since for the scenery development it's vital to use tiling textures. Your solution probably lies in creating trim sheets using Blender+Substance and then tile those trims on your model within Blender. If you are developing for P3Dv4.5/v5, you can even assign a secondary UV to your model to bake your AO map onto it.

I'm sure @spotlope could give some more specific advise, if he finds the time for it.

Thank you, But no Tiling used at all, just think this image might looks that way because I haven't painted in all the detail yet.
That is Why I Love Painter, it gives me the Opportunity to get creative.
This does mean I have to use more Texture sheets, then most scenery guys. This one building for example uses 3 sets of UV's where most would use one.
 
I do have a normal issue with one of my models as well, but in my case it's a whole section of the mesh that appears flipped in Substance Painter:
1596449521832.png


Your problem looks much more like this issue here:

1596449421349.png


And this issue is caused by what I described above. In my case, the left and right tire share the same uv space.

Not sure what else could cause this problem. How does the normal map look like? And btw. why is there no AO in your textures?
 
Thanks Vitus for all the suggestions. Seems the height Channel was messing with the normal Maps.
It looks fine in Substance, but in Blender its creates those strange shades.
I dont Know if that will help in your problem, but so far so good in my case.
I just need to check on Ambient occlusion, i dint notice that it looks strange until you mentioned it. I think I am doing something wrong in the baking.
1596454060689.png
 
One thing you should do is add a large, simple plane below your object, before exporting the FBX to SP. This way, the AO map will include the shadow cast by the ground. And just to double-check: you did bake the mesh maps before applying/exporting your textures, right?
 
One thing you should do is add a large, simple plane below your object, before exporting the FBX to SP. This way, the AO map will include the shadow cast by the ground. And just to double-check: you did bake the mesh maps before applying/exporting your textures, right?

Thanks you, the large simple plane made a big difference. Also redid my baking with better settings, looks a lot better.
 
I dont know why this is bothering me so much. Flightsim 2020 is probably going to have its own PBR system, I wish I knew what is was.
New screenshots as requested. :cool:


1596474458446.png


1596474537892.png
 
Very nice! Thank you for sharing.
Flightsim 2020 is probably going to have its own PBR system, I wish I knew what is was.
You'll have to re-learn a lot. But PBR is PBR (for the most part...)
 
Within Substance Painter, as long as the presets are done correctly and that you have all of the materials set before exporting to SP, you shouldn't have any trouble. I'm not sure that SP has corrected that in later versions. If all of the materials haven't been set or done, when you import the model in SP you could run into some problems.

I agree PBRs are PBRs. Once you have the basics, you should be OK in any PBR application.
 
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