Substance Painter
Scythar
Posts: 127
Since i fell in love with this software,
i really really wished there would be a tight integration of Painter with DAZStudio (a bit like GoZ/bridge...) someday
Comments
I also love SP. But I'm curious what you feel Daz would need?
My guess is the OP wants to be able to export content directly from DAZ Studio into Substance Painter, paint textures on the model, then transfer that back to Studio, even though that isn't how it works even with GoZ.
IMO, the same as the other integrations, the ability to adjust substance-created parameters directly within DS.
Take a look at this vid and you'll see a bit about the UE integration for substance. It should start around 6:10:
It would be nice if DAZ exported it's texture / material / shader sets in .sbar format as even Unity uses .sbar format. Or if DAZ created some public domain PBR interchange format and an example plugin that works with Unity and UE4. It'd be very practical, especially given the Morph Character System.
The integration would be useless until the substance products handles UDIM properly along with being able to paint across seams.
Agreed
Not really, as DAZ Studio meshes are higher poly (or can be) than what is used in the Morph Character system; I've actually looked at them and the highest polycount mesh in MCS is identical to the base polycount mesh for G3.
For characters, yes, I agree as well, but for properly mapped individual props and a lot of the clothing, it'd work fine.
Doubly agree.
The feature would make no sense if you can only use it part of the time. It needs to work for everything first or the development time would be wasted.
SP is awesome!!
however Considering the tiny ratio of us content producers to content consumers, in this user base,
I can think of many DAZ studio native improvements that would likely take precedence over yet another bridge to an external third party content creation application.
OK, I know DAZ has a very small direct staff that can't handle the work load but the portability is feasible and needed as it's not like the next CPU/GPU/RAM/Storage iteration is going to be an 8088 with 32K RAM.
The only real benefit would be similar to the GoZ bridge; getting the raw models into and out of Substance Painter. You would still have to export the texture maps (images) you create, just like you have to do so when creating them in zBrush.
"Needed" or desired by some users who are excited about Surface painter ATM???.
One has to consider the long term benefits/Hazards of creating Direct"bridges" to applications that you do not own/control.
Surface painter is a standalone pro solution .
the owner of such other applications can crank out service service releases,bug fix updates at any time that might
break some unaffiliated" bridgmakers" functionality.
IIRC Bryce 6.1 broke Daz's Own bridge to bryce for a while and Daz "owns" Bryce.
It is much more risky to commit Dev team resources
to chasing external moving targets when you could better deploy those resources improving Daz studio and its
flagship Genesis models.
The critical thing to consider here is whether or not there are direct bridges to other applications available; if there isn't, such a thing isn't worth the effort. It's entirely different if there is, though as you point out it's still possible for those to break if one or the other changes something without the other being informed of the change.
And there lies the risk in creating such bridges without official collaboration
. This happened many times when third parties created plugins to add missing features to maxon cinema4D over the years.
One talented fellow created a fluid simlation suite years ago that gave cinema4D the C4D all of the particle based fluid capabilities of the mighty Realflow from nextlimit. The c4d community was ecstatic..for about one week until Maxon released a surprise .5 Update that sundered the entire suite nonfunctional.
This developer became incensed and stopped further development of C4D add ons and Maxon had no obligation to support unsanctioned third party tack ons they did not develop.
A similar thing happened with various poser to C4D plugins over the years. It is always a risky venture
Some kind of Bridge between products would be extreamly useful instead of having to use Blender a freeware based program to bridge 3D assets, even if substance painter isn't much use for chararcter textures a bridge would be highly usefull for prop's and vehicle componates, I really need compaitbilty here for all the products these assets are being processed through and interoperability between all the editors. Makes life easier instead of handbrake city where your missing some feature some other program offers and files don't read between sources.