I have NO IDEA how to use this tool. I go to your getting started page for bitmap2material. Its literally a page with zero information on how to get started using it.5 votes
Related parameters windows with a same 2D views. For example, when openning a AO settings, switch a 2D views actual to Ambien Occlusion.2 votes
Diffuse color didnot display in 3D view.When after pulling a jpg map on 2dview window,then 3dview window didnot show color only showing othe
When after pulling a jpg map on 2dview window,why 3dview window didnot show diffuse color but only showing other map.3 votes
It would be nice if I could tweak how sharp/soft the normal map is for every frequency and invert every frequency separately.
More Normal map control2 votes
Option to save multiple size of texture in separate folders with 'resolution #' at end of each folder/file name.3 votes
I take a lot of reference photos in a Raw format (.cr2 from my Canon)
There is a lot of detail in RAW that Bitmap2Material could use to extract better diffuse textures.
There is just so much information in my raw source files that could be incredibly helpful to generating normals, better light cancellation, and more accurate glossiness.3 votes
Currently I have to manually import generated maps in Designer, and assign them to the correct outputs.
This will speed up generation of materials to be used in both Painter and Designer A LOT.23 votes
I´d really like to have that option - for "basecolor" and "Normal" B2M adds an alpha-channel on export - I do not want this, bloats the filesize to 24MB for a 2k res image, instead of just around 8MB, wihtout the alpha.
I do not want to open the images in another programm, remove alpha and save - please add a possibility to remove alpha/not export alpha on export!
would be handy, if we can get a cavity output in B2M3...
(Could be easy taken from a converted Curvature map)
Being able to set monochrome textures to be saved as RGB. And being able to pack them in separate channels of same file.
Unreal Engine 4 doens't support B/W texture files so it would be nice to be able to set monochrome maps to be exported as RGB. This way they could be directly imported into UE4 without having to resave them in Photoshop. Also being able to pack monochrome textures in separate channels of the same file. For example: Roughness in R, Metalness in G, Height in B and AO in A.5 votes
I've been working with various bark textures lately and as far as I can see there isn't any primitive that fits long textures. One of mine is 256*2048 and the preview is unusable. Would be nice to not have to save out a plane every time I want to preview something out of the ordinary proportions.4 votes
It would be neat if this had the functionality of dropping an image, having it generate the channels (normal, roughness, etc) and then quickly creating a substance a basic substance node from this (SBS or SBSAR).
This would be very useful for quickly adding already approved materials of our pipeline into the substance painter library and having artists use them easily.0 votes
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