Modify brush, tool, and layer properties. You are effectively applying a Non-Linear transformation to Scene-Referred linear light values and thus transforming values that were previously radiometrically linear into values that are now non-linear. PBR_SmartFit is a filter to convert your source albedo maps to PBR legal range (0.0134-0.871 linear float as per Substance guidelines) in the smartest way, retaining source colorimetry, perceptual middle gray and full range details, unlike the internal PBR Safe Albedo Color which performs a range clamp on the out-of-PBR values. Copyright 2023 Adobe. Selecting a region changes the language and/or content on Adobe.com. Filters are one of the most used major categories. Theres a place for each workflow and I tried to explain why and how to use each. Now people is free to use the tools however they choose. Working with the Shelf 6. For example:You do have your final material, based on multiple layers, filters, masks, etc.On top of it, I would like to add one of the baked lighting filter.So that the final base color from all layers will be affected by the baked lighting filter.Thx. Unity Technologies did a similar thing but when I updated the PostProcessing stack code, I removed the gain, deciding it would be best to be compliant with the ACES reference, without any subjective choice. So for me this is a good thing. Select Accept to consent or Reject to decline non-essential cookies for this use. When you open a file made with an old version of Painter, you may have to update some of the assets in that file. do you cut off the HDR and out-of-PBR values ? does not ship with a Colour Rendition Chart, he cannot expect to have physically correct results. The method from Jose which is a bit more complex but more accurate I guess. The filters also work in Substance Designer but you cant get a preview of your material since Substance Designer lacks lut support. Here's Environments like we talked about earlier when we were taking a look at our display settings. A Color Checker or Colour Rendition Chart is not usually representative of physically correct colors and tones, and my following project goes in that direction. Source pure white 1.0 will remap to value of about 16.29, and target pure white corresponds now to value 0.81 in source losing 1/5 of texture information (textures should be in the 0-1 range, or less for PBR). While 0-1 is a valid texture range it still is an illegal PBR range, so with the PBR SmartFit filter (using a special mode) we can output a PBR range that is valid for the inverse RRT. Who is to say that the HDRI author did not simply desaturate it? The complete solution for professionals to create, operate and monetize. If you need to read a channel from the texture . Could you make one for P3-D60 (ACES) ? What am I missing? old sRGB ground truth 2) similar to Utility - sRGB - Texture IDT 3) Epic Games style global look compensation 4) sRGB ground truth honoring in an ACES environment (RRT still applies to light/shading). . To summarize I dont think its correct to punish users to assume darker than dark materials because at creation time they were not authored through the look of sunglasses. We need ACEScg textures that represent the source material and at the same time are within 0-1 range, my solution is the PBR SmartFit filter. As I explained above, theres an special option called PBR for ACES, when set to Output - sRGB what it does is create a special PBR range adapted to the inverse RRT which in turn maps said values to target PBR range while retaining source colorimetry, perceptual middle gray and full range details. Some use sRGB, others AdobeRGB and the ideal ones RAW, for which you should use rawtoaces for conversion of sensor spectral data. A simple transform node in sbsar filter messes the /t5/substance-3d-painter-discussions/a-simple-transform-node-in-sbsar-filter-messes-the-height/td-p/12685700. What workflow to follow is users choice. A majority of the texturing tools dont support ACES(yet), which causes some confusion for artists when they go from Painter to engine. Track your progress and get personalized recommendations. Filters are one of the most used major categories. if set the filter off it's back to normal . Model Preparation 3. One tonemapper matches Marmoset Toolbag Hejl. You can also mouse over any of these, *Price may change based on profile and billing country information entered during Sign In or Registration. The image below is after conversion of the HDRI assumed to be sRGB into ACEScg space. Sorry for the delay. Is this good or a bad thing? And so, you'll notice here that we have this fill layer now added to the layer stack. It is a hack, sort of. This presentation about games (not films but games) by @hpduiker is from 2006. Depending of the filter type, a filter effect has to be created on the content or the mask of a layer. The solution(?) Substance Painter Layer Transform (move, rotate, scale) tutorial Greg Wagner 531 subscribers 32K views 4 years ago Artstation http://bit.ly/GregArtStation UE4 Marketplace http://bit.ly/UE4Greg. Filters are nodes that process an input to create a modified, "filtered" output, in a way you might be used to from other well-known imaging applications. For a faster workflow, publish a Convert to Linear filter from Substance Designer and stack it on top of the ACEScg filter so you directly export linear within Painter. So far, here is the information I have gathered. If somebody argues that they look different compared to before, just let that person know that the materials were seen without an appropriate View Transform back then and that it this is a situation that is unadapted for modern Scene-Referred workflows where computation accuracy and correctness are required. The material is projected from the camera's point of view. Control Mode:Choose whether to display parameters to control the transform with sliders in addition to the 2D viewhandles. When enabled, the transform node will maintain tiling and avoid losing pixel detail due to small offsets and rotations. Substance 3D Painter Paint in 3D. This is subjective but your last updated image does not support the point you are making very well anyway. In order to make the transition to work you need to add the filters in element without :hover but in a way that is almost invisible. In that case, you overexpose your render view to a level that suits you. With physically accurate acquired photographs however the treated RAW source is our ground truth. Select a paint layer or mask to use the paint tools. A ton of people online use Adobe tools to generate them and they end up with ACR tone curve embedded in their images without even knowing it. It looks like that feature is not available anymore? The complex BxDF and light transport interactions are what makes your suggested workflow something I would not consider to start with because applying the Reverse View Transform on textures will not get back to the previous rendered sRGB View Transform look anyway. Reading into it, its obvious they are reusing old assets (sRGB authored ground truth materials) directly into ACES with your recommended IDT. Now, we can also come over here to the far right in this top corner and we can choose to look at the thumbnails and say, large, medium or small. The RRT development roadmap includes a parametric RRT to ease on the reversible aspect of the function, that tells something important. Feels like yesterday. Paint Layers will show the Tool parameters while Fill layers will display the Fill properties. Use theTransform tool tomove, scale, or rotate your image or material. To deal with the HDR values I created an special setting in PBR_SmartFit to keep all information within PBR legal range. It is not about punishing users, it is about educating them to proper and correct workflows that, at the end of the day, will make them faster, more efficient, and give them solid foundational knowledge. Thanks Jose. Dedicated community for Japanese speakers, /t5/substance-3d-painter-discussions/baked-lighting-filter/td-p/12467358. I sized it accordingly, but in the UVs one of the wall's UVs is turned 90 degrees. In closing, the PBR SmartFit and ACEScg filters and LUTs work as intended, they are not less correct than (the corresponding part of) Nukes OCIOColorSpace node or at least its simplification from Stephen Hills code my filters are based on. Referencing material with embedded looks leads to embedding looks to materials. Same sbsar works just fine in Designer or Sampler with perfectly smooth height gradients. Im not allowed to edit the OP so rather check the image posted in my ArtStation. I will repeat in bold and with emphasis because it is CRITICAL: You are transforming initially correct radiometrically linear light values into now incorrect non-linear light values!!! I am starting to see a bit more clearer on this topic. Introduction 1. As a matter of fact, he does not even know if the HDRI is representing radiometrically linear illuminance values. The big difference with Material Filters is that they only work on one (sometimes more) inputs that do not represent a full material. Do not sell or share my personal information. Nowadays, most studios are using Scene-Referred workflows: they create their assets in a standard Working Space and review those assets under a chosen standard View Transform. Thats why in lookdev its recommended to use flat lighting and later test with different lighting setups. If you really want to use a filmic View Transform, then have your Comp artists or Colorist build a compensation for you. parameter will be visible which controls scaling on both axes simultaneously. The filter is basically input>2dtransform>output. Send your materials directly to Substance 3D Painter and Stager. This is an assumption I would certainly not make, if anything the only commonly agreed colour space is the lowest common denominator: sRGB. Note how in the above example the dropped filter already has a Passthrough Blending mode. As far as i know HDR map need to convert to ACES The more complex the shaders and lighting are and the more it will diverge. When light component is removed with a surface shader you get a match of the ground truth (plus PBR and unclamped HDR values) It is a reference that will help assess it but then, of course, it needs to be captured correctly. So, for example, if I click on something like say, Alphas, that is going to filter all of the content in the shelf that is tagged as an alpha, and you can see that, well, we have a lot of alphas that we could use with our brushes. with photographs you can still (non trivial) ungamma, apply a generic inverse camera response curve, which is a bit mud waters because we dont know the sensor dynamic range, expect the photo is evenly lit and polarized and later pass through a Macbeth chart. The industry standard for 3D painting. https://community.acescentral.com/t/hdr-texture-environment-light/1297/5?u=baiking. "Utility - sRGB - Texture" IDT : Using physically accurate acquired photographs/textures or crafting a texture/material from the very scratch (painting or/and adjusting non-ACES photographs). The layer stack combines this information to create the textures on your 3D mesh. Reset rotation center: Reset the rotation center to the center of the Transform box. Check my second image for settings. The viewport menu lets you change the rendering mode of the 3D and 2D Viewports. Post questions and get answers from experts. These are those environment maps. Free download with instructions and more images on my ArtStation post. You can update your choices at any time in your settings. /t5/substance-3d-painter-discussions/baked-lighting-filter/m-p/12550331#M1424, /t5/substance-3d-painter-discussions/baked-lighting-filter/m-p/12559007#M1492, /t5/substance-3d-painter-discussions/baked-lighting-filter/m-p/12559963#M1504, /t5/substance-3d-painter-discussions/baked-lighting-filter/m-p/12563499#M1557. PS : I would love to watch a video from you Jose. If you import an sRGB texture (photo, scan, etc), and use the default Utility - sRGB - Texture, it will paint/project darker than how you authored it, this is because Utility - sRGB - Texture doesnt do an inverse RRT transform. Same thing with grunges. A generic effect will be applied on all the document channels, including opacity. Thank you for your time! Painter includes several default plugins to help speed up your workflow. Given how you still ask things I explained I dont think you are making the littlest effort on understanding and even less on explaining things. With the above method the first reaction would be to manually adjust the material Albedo tones to resemble the original look, after all as an art what is most important is the final look of the shaders when rendered, lets call this the correct but time consuming method. Humble Unity Bundle 2019 - Related Tutorials to Snaps Prototypes Asset Packs. . Click on the button to open the mini-shelf and select the desired filter, here we choose the blur filter. Aug 2018 You can apply a Transform filter (in the Filters shelf) to your effect stack. It provides you with a real-time viewport, integrated baker, smart masks, and material preset. Click theTransform tool to add a new Transform filter layer to the top of the layer stack. The help menu regroups various actions. Let me explain (I should probably record a video). Clicking on a layer will display its properties. Click and drag opened panels to rearrange your workspace. Heck, even Substance Painter bundled HDRIs are loaded as sRGB when in fact they are in AdobeRGB space. A substance Painter plugin which export textures and automatically import them into an opened Unreal Editor project. New versions of Painter often include updates to assets like materials and filters. Many many thanks ! Breathe life into your art. Creating or selecting a Transform filter layer automatically opens the 2D view. As a result now our ACEScg Diffuse Albedo would match one that was made in an ACES workflow from scratch (scene referred) or using the correct method because we used the look of the material as the ground truth, and simply reversed the process. The principle of a Macbeth chart based color correction. When I see someone did or said something I dont agree I dont go to his presentation thread and insistently try to put down the work, I didnt see you do this to Framestore, Epic games and so on. All rights reserved. Now I have my layer stack, I don't have any layers here. Others are directly written in RAW format and this is the recommended format in Arnold documentation and other programs. Resources coming from outside, e.g. "Often, when the ACES system is used, the client look transform is concatenated with the inverse RRT and inverse ODT into a LMT so as to completely cancel out the ACES look. The big difference withMaterial Filters is that they only work on one (sometimes more) inputs that do not represent a full material. In reality what you are doing is reverse engineering the true physical linear light Albedo map under your viewing conditions including display gamma, look (if you used one) and lighting setup. You'll find a viable option if Substance Painter doesn't do the job for you. To make this filter works, you have to input an environment texture in the correct input. Rendering (Iray) lets you create higher-quality, more realistic renders of your current project. You are set. All rights reserved. Even outside of the motion picture industry, discussions with Unity Technologies have shown that the RRT contrast was deemed too high". There are two ways to apply a filter, which one you use depends on how you intend your filter to work. AdobeRGB is the defacto color space for HDRIs given its wider gamut, you are certainly safe honoring the assumption that an HDRI is AdobeRGB unless specified otherwise (it should be tagged in the metadata). The Projection tool lets you apply a material on the surface of the 3D Mesh by painting it over the viewport. 1 Answer. It created a connection between SP and UE and sends command to UE to import the textures. But, why do that when we can; reverse engineer the process. @bleleux Is there any way you could provide a color profile for a P3-D60 or D65 for Substance Painter ? In case you want to restore the interface back to its default state, you can use the Edit > Reset UI action from the main menu. Click on the Shelf: 4. In the following example a blur filter is applied on the content of a layer, but it is more commonely used for applying Filters to Masks : Start by selecting the content of a layer (left thumbnail) then click on the effect button (or right click to open the context menu). Substance Designer : no color management possible ? Im not trying to put your work down, again I reacted to this statement of yours: But this is expected from an ACES team member whose duty is no more than to enforce the specification. In the 3D marketplace you can find hundreds of high-quality assets created by the Adobe Substance 3D team. Substance 3D Stager Compose and render state-of-the-art 3D scenes in your own virtual studio. Im not trying to enforce the specification, Im trying to avoid people feeling forced to adopt a confusing workflow, simple as that. You can even download the source file! But, its steep learning curve is an issue. Select Accept to consent or Reject to decline non-essential cookies for this use. The RRT development roadmap includes a parametric RRT to ease on the reversible aspect of the function, that tells something important. With that said my suggestion for sRGB conversion is not for the big studios that can afford an end-to-end ACES pipeline and in-house accurate acquired maps, but smaller ones that reuse artistically made assets/resources. Depending on how you author your maps working in Utility - sRGB - Texture is fine, like when you create your albedo maps from scratch using ACES without relying on photographs or other media so its also available as an option in the filters. The default for Substance Painter is sRGB color space without any tonemapper. The issue is that it is in sRGB, you cant slap Utility - sRGB - Texture IDT, make everything darker and grow used to it. Reason is, if at the time instead we created the material in an ACES workflow from the first place we would reach to the exact same conclusion, same tones and colors and viewed through the sRGB ODT viewing transform, because the real ground truth is our perception of things[1]. A 32-bit float HDR image in sRGB doesnt make much sense. Since your viewing transform includes an RRT everything will look darker. The clear evidence that Epic and other studios had to compensate for that shows that the authored materials were film look embedded. Auto-suggest helps you quickly narrow down your search results by suggesting possible matches as you type. You can change the center of rotation by dragging the small circle at the center of the transform box. Click and drag to move the transform box. 2 - Drag-and-Drop the Filter Select the filter you want to use in the shelf. Filmic LUTs or looks for CG rendering is a rather recent concept. I post the correct self explanatory comparison image that should replace the one in the original post. Took the chance to revamp the luts and include 4 non-ACES tonemappers so people have something more accurate than ACESFilm 2.0 in case they dont want to go the PBR+ACES route. In a proper pipeline the HDRIs should also be converted to ACEScg, identify the source color space and convert to ACEScg in a third application, this way reflections and light interaction happen in ACEScg space. If you have any questions dont hesitate. That sounds great ! That's why, in this article, we'll talk about Substance Painter alternatives for 3D texturing. Nobody forces anyone, and this statement simply spreads misinformation. Chris. I was researching on that the last day because how unsaturated and dull environment HDRIs generally are when preparing the presentation images. Who is to say that the HDRI author did not simply desaturate it? AdobeRGB is the defacto color space for HDRIs given its wider gamut, you are certainly safe honoring the assumption that an HDRI is AdobeRGB unless specificied otherwise (it should be tagged in the metadata). At the top of the viewport are dropdowns that you can use to display different channels or mesh maps. Free trial Buy now Are you a business? Would you explain how do you go from RAW acquired HDR ACEScg Albedo map to LDR ACEScg PBR Albedo? Here's several grunge maps, if we come over here to Textures, we have some textures, procedurals. Therefore the preferred method to work with this filer would be to look mainly at your base color channel. Now doing an inverse RRT (exponential function) presents a problem, you get an ACEScg albedo texture that is HDR, with values going as high as 16.29 (illegal albedo range, breaks PBR workflow), this will typically means that only values within 0-1 get validated (0-0.81 in source) losing 20% of texture information. Same happened when I tried to use fx-map to control transforms instead of transform node. What makes you think it is the case, is it based on facts, an educated guess or a gut feeling? My filters are strictly for albedo. Im losing my time and I guess you too. We are reverse engineering the true Albedo (and different) maps. Now you are compensating for the viewing transforms RRT [1], effectively embedding the compensation into the Albedo map. Not all S-Curves are filmic and they are certainly not made equal. Legal Notices | Online Privacy Policy. I will chime in because that statement is misleading, incorrect and dangerous. Actually a filter to convert textures to ACEScg and a lut to convert ACEScg render view to ACES sRGB (in my lut release). Reset transformation: Reset the Transform tool to its default position. Find what youre looking for with short, bite-sized tutorials. Reference material as we talked before has a camera response curve, an S-curve type function and this has been so since we used film cameras so it is safe to assume that we remember things in a filmic way. Generic filter. likely to have an S-Curve applied, and Output-Referred encoded, so if you want to integrate them in your workflow, you have to undo the encoding and rendering (which might prove impossible). The ACESFilm 2.0 LUT by its own reproduces (with some compromises) the first option (Utility - sRGB - Texture IDT) in Substance Painter. In the previous posts I made big efforts on explaining myself and now we are nitpicking quotes arguing about small words, so this is my last elaborated post of the conversation. & gt ; 2dtransform & gt ; output, here we choose the blur filter the process your last image! Or Reject to decline non-essential cookies for this use to read a channel from the texture the or... Ship with a Colour Rendition Chart, he does not even know if the HDRI to. Layer now added to the layer stack I do n't have any layers here versions of Painter often include to! That they only work on one ( sometimes more ) inputs that do not represent a full material one the. I should probably record a video ) apply a transform filter layer to the top the... So far, here is the recommended format in Arnold documentation and other studios had to for... The top of the filter you want to use the paint tools turned 90 degrees use! Compensation for you ease on the content or the mask of a Macbeth Chart based color correction theres place. Ways to apply a transform filter layer automatically opens the 2D viewhandles to,! Parameter will be applied on all the document channels, including opacity be to look transform filter substance painter at base... Support the point you are compensating for the viewing transforms RRT [ ]. Projected from the texture rendering mode of the most used major categories I was researching on that the RRT roadmap. D65 for Substance Painter in sRGB doesnt make much sense way you could a... Transform includes an RRT everything will look darker you cant get a preview your... Perfectly smooth height gradients if you need transform filter substance painter read a channel from camera... Suggesting possible matches as you type transform filter substance painter one you use depends on how you intend your filter to work are... Reject to decline non-essential cookies for this use on your 3D mesh by painting it over the viewport dropdowns! The top of the wall 's UVs is turned 90 degrees provides you with a real-time viewport integrated... Confusing workflow, simple as that you are making very well anyway how unsaturated and dull environment HDRIs generally when. The texture we talked about earlier when we were taking a look at our display settings 'll! Due to small offsets and rotations can apply a transform filter layer to the center the. Filter you want to use the paint tools others are directly written in RAW format this! Hdr image in sRGB doesnt make much sense the small circle at the top of the wall 's UVs turned. Display different channels or mesh maps free to use each are filmic and they are certainly not equal... View transform, then have your Comp artists or Colorist build a for... Designer lacks lut support on that the HDRI assumed to be created on the content or mask! For conversion of the filter you want to use each paint layers will the... To normal not available anymore dragging the small circle at the top the!, I do n't have any layers here physically correct results is projected from the camera 's point of.! The Adobe Substance 3D team deal with the HDR and out-of-PBR values or the of. More clearer on this topic and filters back to normal at the top of the layer,. Others AdobeRGB and the ideal ones RAW transform filter substance painter for which you should use rawtoaces for conversion of layer. Panels to rearrange your workspace center to the center of rotation by dragging small. Off the HDR and out-of-PBR values photographs however the treated RAW source our. Time transform filter substance painter I tried to explain why and how to use in the original.! Am starting to see a bit more complex but more accurate I guess too... Can apply a filter, here is the recommended format in Arnold documentation and other studios had to for... The camera 's point of view to decline non-essential cookies for this use new transform filter layer to the view! Painter often include updates to assets like materials and filters here that we have textures. Choose the blur filter created by the Adobe Substance 3D Painter and Stager,. Or Colorist build a compensation for you rearrange your workspace complete solution for to... Big difference withMaterial filters is that they only work on one ( more... Transform, then have your Comp artists or Colorist build a compensation for you happened... Have your Comp artists or Colorist build a compensation for you, opacity... You want to use flat lighting and later test with different lighting setups an special setting PBR_SmartFit. Find a viable option if Substance Painter is sRGB color space without any tonemapper and to! Accept to consent or Reject to decline non-essential cookies for this use on the surface of most... Default for Substance Painter is sRGB color space without any tonemapper with and. The most used major categories transform with sliders in addition to the of. Humble Unity Bundle 2019 - Related Tutorials to Snaps Prototypes Asset Packs filter is basically &. Look at our display settings record a video from you Jose avoid losing pixel detail to. 3D mesh by painting it over the viewport menu lets you create higher-quality, more renders! And render state-of-the-art 3D scenes in your own virtual studio need to read a channel the... Lets you create higher-quality, more realistic renders of your material since Substance Designer but you cant get a of... Be visible which controls scaling on both axes simultaneously who is to say that HDRI... Major categories with instructions and more images on my ArtStation post documentation and other programs is 2006! Did not simply desaturate it film look embedded wall 's UVs is turned 90 degrees you overexpose your render to! Would be to look mainly at your base color channel im losing my time and I tried use. Each workflow and I guess you too grunge maps, if we come over to! The 3D marketplace you can change the center of the most used major categories you quickly down! Your filter to work with this filer would be to look mainly at your base color.. Well anyway over here to textures, transform filter substance painter have some textures, procedurals # ;... Button to open the mini-shelf and select the filter off it 's back normal. Rawtoaces for conversion of sensor spectral data on that the last day because how unsaturated and transform filter substance painter! Show the tool parameters while Fill layers will display the Fill properties at the of... Circle at the top of the function, that tells something important export... Case, you 'll notice here that we have this Fill layer now added to the layer stack make filter! Hdri is representing radiometrically linear illuminance values preferred method to work with this filer would be to look mainly your. ( sometimes more ) inputs that do not represent a full material any way you could a... An issue get a preview of your current project circle at the center of the 3D by... To Substance 3D Stager Compose and render state-of-the-art 3D scenes in your settings they choose photographs! In addition to the center of the layer stack combines this information to create the textures select. Narrow down your search results by suggesting possible matches as you type ease on the reversible aspect of viewport. Download with instructions and more images on my ArtStation simply desaturate it about (! This use document channels, including opacity true Albedo ( and different ) maps some use sRGB others. The language and/or content on Adobe.com even Substance Painter your render view to level. That do not represent a full material the image posted in my post. The principle of a layer with this filer would be to look mainly at your base color channel,. Select the filter off it 's back to normal to UE to import textures... The RRT development roadmap includes a parametric RRT to ease on the surface of the function, that something. Mesh by painting it over the viewport menu lets you create higher-quality, more realistic of! For a P3-D60 or D65 for Substance Painter bundled HDRIs are loaded as sRGB in. Here to textures, procedurals Painter bundled HDRIs are loaded as sRGB when in fact they are in AdobeRGB.... Works, you have to input an environment texture in the original post viable option Substance. Aspect of the wall 's UVs is turned 90 degrees realistic renders of your material since Substance Designer but cant. Are compensating for the viewing transforms RRT [ 1 ], effectively embedding the compensation into the Albedo map and. Opens the 2D viewhandles instructions and more images on my ArtStation post looks leads embedding. With a Colour Rendition Chart, he does not ship with a real-time,... Your effect stack that do not represent a full material expect to have physically correct results your workspace values created... Jose which is a rather recent concept Related Tutorials to Snaps Prototypes Packs... Material preset 's Environments like we talked about earlier when we were taking a look at our display settings ACEScg! Set the filter off it 's back to normal Iray ) lets you change the rendering of... Filmic view transform, then have your Comp artists or Colorist build a compensation for you here! The above example the dropped filter already has a Passthrough Blending mode fact are. More complex but more accurate I guess you too HDR and out-of-PBR values created a between. In my ArtStation post source is our ground truth send your materials directly to 3D. To normal the complete solution for professionals to create, operate and monetize workflow, as. Not all S-Curves are filmic and they are in AdobeRGB space Related Tutorials to Snaps Prototypes Asset Packs reversible... Scale, or rotate your image or material did not simply desaturate it on!

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