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Messages - gary_12

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yesssss!! This issue has been fixed.

Thanks Substance dev team!

I'd like to suggest that the Substance devs add a small loading animation now that always shows until whatever you're trying to view is loaded.  Internet speeds are super slow in my neighborhood right now because everyone is working from home or out of school...the source browser is working now, but due to slow speeds nothing happens at all until an image loads. 

So maybe having a default loading gif or something that displays until the real image shows, would allow us to know it is working on loading.

My Launcher just updated itself, and this problem seems to have been addressed!  So far so good, anyway.

Thank you!

OK - I was able to test with a friend using the exact same materials and process...his viewport updated in only about 8 seconds.

Time for a new PC on my end.  I think for now, this can be considered solved.

When it goes unresponsive, it's the entire interface.  If I try to click anywhere, the whole screen grays out. 

I was able to reproduce it just now.  I start with "cliff stylized mossy" then I drag a water filter over it.  It takes 25 seconds for it to update.  If I try to do anything (clicking anywhere on the screen) the whole screen grays out and slows the process even more.

Once it has processed, I'm able to move sliders on the water and it is real time.

Is this normal behavior?  Maybe I just need faster CPU? 

I think the initial problems with unresponsiveness I was having had to do with the library building along with this issue I just mentioned happening at the same it was taking 10 to 15 minutes for the app to respond.

Now we're down to about 25 seconds in this simple if it's normal, I'll just learn to live with it.


So I reopened the project that was giving me trouble.  All of the channel settings were off except base color and normal.  Which is very strange as I started out with a fresh install of Alchemist and this was the first project I tried to build with it.  I never touched those settings.  (I didn't even know they existed!)

So maybe the first material I dropped into my layers didn't use anything but diffuse and normal?  And the project assumed those settings?  I don't know how else they could have been toggled.

Anyway, that was the problem!  So at least I know where to look now should it happen again.

As for the non-responsive interface, I'm still working on a repeatable procedure that causes it.

Is there a chance that some of my stored source materials are no longer compatible (like maybe they've been updated for the newer engine, but I'm trying to use old versions...would that be an issue?)

So I started over by creating a new project, and now tessellated displacement works, and is no longer non-responsive.

What's going on here?

Here is my log file:

Just installed the Alchemist 2020 patch.  Since then, the interface has been sluggish and sometimes nonresponsive.  I am able to work around that by trashing the app data in "roaming".  However, that means I have to re-import my source library again and start that whole process over which takes 10 minutes or so at least.

Anyway, what's bothering me currently is that the tessellated displacement has completely stopped working.  It was working yesterday and this morning, but now it just doesn't work at all.

I've tried updated Nvidia studio drivers and still no luck.

I've checked the global tessellation/displacement settings as well as the height range and height position in my layers.  Nothing changes as I move the sliders.

Hoping you guys will make a native Link to C4D/Redshift one day

I wouldn't count on it. They don't even make the Substance Plugin for C4D.  Maxon does.  And as you know, it is lousy.  Does not support 16-bit displacement (among other issues).  That problem with the substance plugin has been a known issue for several years.  And Wes McDermott has talked to the Maxon devs about it.  Yet it goes untouched.  Just like many other things in C4D that are left to rot.  It's super frustrating, and I basically don't bother with using live substances in C4D anymore.

I'm curious...what's wrong with exporting an .obj file and bringing that into Painter?  What functionality does the bridge tool you're using offer that makes it worthwhile?

It is nice being able to click random seed and have it pick a new random number. 

Would be nice to be able to type in a number though.  I have a specific look I found with a random seed number and I need to be able to repeat that, but I can't in Alchemist because I can't type in that number.

2019.3.3 is the latest released version.  They just named it Painter 2020.  I suspect the official release numbers will change soon to reflect 2020.

Could you flip the Environment map vertically in photoshop and save it as [filename]_upsideDown or something similar?  Then you could still use the rotation on it, but the sun would be in the lower half of the map.  I haven't tried it...just a thought.

YES.  This is a serious problem and I have reported it and sent log files.  Substance team has said they can't reproduce it on their end. 

I am still longing for this feature.  I know it's not an easy one to implement (there are a lot of ramifications with loading/unloading textures from the card as you paint across seams, etc.)

But COME ON!! It's been requested for years.  Fingers crossed that this will happen soon.

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