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Topics - trilo

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I asked about this a year or so ago, and was given the brush-off, that replacing the outdated OpenGL graphics API with Metal (which has been around on Mac for a number of years now) was a big undertaking, and something that could not be done as a point release on then-Substance Painter 2.x.

Well, it's been a year, and it's been a major version upgrade (2017.x), and hopefully heading into another (2018.x).  Any sign of that support for Metal and the ability to do materials layering (the fire hydrant demo and subsequent shader are nice, but not so nice that it just doesn't work at all for Mac users).  The Foundry appears to have had materials layering in their Mari product for longer than Allegorithmic has had it in Painter, and their solution doesn't appear to have any issues with OSX.

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Hi - I'm new to Substance Live, and part of what drew me in is the video demonstrating dynamic materials layering (the fire hydrant demo).  Well, after a few projects and tutorials I'm finally ready to dive in and make use of it on a project....

Only to find out that it will not work on a Mac, because Substance Painter is using an extremely old OpenGL implementation.

I love these tools so far, but find it hard to believe that something considered to be modern or advanced is restricting itself by using an outdated API.  Please consider either updating to support OpenGL 4.x (which Apple has supported for years), or their low-level API called Metal (which has been available in macOS for well over a year).

In the meantime, I feel you guys should also consider putting a disclaimer in the descriptions of demos or tutorials to call out key features that are platform-specific (ie Windows only), as opposed to burying in the detailed release notes.


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