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Topics - joshshort

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Trying to get the file path of the package that a graph is located within.

currentGraph = aContext.getSDApplication().getLocationContext().getCurrentGraph() gives me an object, so I guess I got that bit right.

currentGraph.getUrl() gives me the url, and similarly .getIdentifier() gives me the graph name.

but currentGraph.getFilePath() doesn't return anything?

Hey! There appears to be some kind of new option to save and manage graph presets within the Input Parameters (Preview) window, but it doesn't appear to save any of the parameters? Is this working yet? Is there some documentation on how to use it?

If this is going to be a way of saving mutiple graph presets actually into the .sbs (a quick look at the xml suggests something is being saved there), or even linking and editing .sbsprs preset files, this could be incredibly useful for a project I am working on at the moment!  :D

For some reason, when I process a graph containing an Auto Levels node using the Batch Tools, the quality parameter of the Auto Levels node is always set to Low, regardless of how it is set in the graph, causing lots of banding on my heightmaps etc. I've solved this locally by making a custom Auto Levels node that has the low quality functionality removed, but thought it was worth mentioning here regardless.

We just updated from 6.0.1 to 6.0.2 and Substance is now trying to update the graph version number of every referenced graph when I open a package. Pretty sure this never used to happen with version 5.x, it was understandable that every package would need upgrading when we went from 5.x to 6.x but is it really necessary to do this for point releases? I now have lots of modified files in my version controlled library and it's a tedious task getting everything on the same version number.

I also notice that the Batch Tools seem to be requiring my graph version number to match exactly? Our tech guys here didn't update them from 6.0.1 and I'm no longer able to process graphs authored in 6.0.2 with them. (will have to wait until tech are back on Tuesday!). Not sure if it would work if batch tools were on 6.0.2 and the graph version was 6.0.1 but if not it's basically forcing all the graphs in my library to be updated with every point release. Lots of tedious work!

Hey, I'm trying to non-uniformly displace some stuff in the tile sampler node using a vector map.

I want the input shapes to be displaced further left or right on the page based on how far they are from the centre. I believe this should be as simple as putting a gradient in the red channel of the vector map (black at the left to displace the furthest left, grey in the middle for no displacement, white on the right to displace the furthest right).

The problem is that this seems to displace anything with a value below 128 the same distance left, and anything above the same distance right:

I can't stop the overlap here because when I disable tiling for the node everything disappears completely? Is this a separate issue?.

Other parts of the Tile Sampler node seem to perform functions relative to the input colour, such as the size:

I'm trying to bake a terrain heightmap which is then used to displace in-game terrain geometry. Complete precision is required because other scene objects snap to this terrain at specific heights, so my black, mid grey and white values need to be accurate.

The problem I am having is that although when I add a new baker to the stack, I am able to turn off automatic normalisation, the output is still getting normalised. When I go back and open the dialog again, automatic normalisation is ticked and I am unable to untick it. Is this a bug? We have 5.5.2 and 5.5.1 here and the problem occurs with both.

I've also noticed that max frontal / rear distances keep getting reset to 1.0 as well, but I am using a cage to set my range anyway.

Not sure if this is something that is possible with another node or whether it's something that other people would like to be able to do as well, posting here for some discussion before I head over to UserVoice :P

What I'd really like to be able to do is scatter some input so that the input is only placed within the masked areas. I guess I'd like to mask the points that the input is placed on, so that the whole input is still placed down on those points.


Currently using Tile Generator with a Disc input and a Blend node set to Multiply, what I'd really like to do is apply the mask to the positions of the inputs so that the result is only whole discs, either based on the centre point of the input or whether the whole input fits within the mask - I just want to get rid of the partially masked inputs is all!

Does that make any sense whatsoever? ;)

As subject really. I have (many, many, it's a funky project!) graphs which I change params to get multiple different textures from. The way I've been doing this is saving a preset file for each setup I want. Now I'm looking into ways of exporting them all in batch using python scripts, and am currently thinking it is only going to be possible by reading the xml of the .sbsprs and building a string to use as an os.system command, using the identifiers and their values. Was just checking that there isn't a way of loading in an .sbsprs file as part of the sbsrender.exe command?

And if not, does anyone think that'd be a useful feature?

Cheers! Josh

Hi, I'm just taking a quick look at the Substance batchtools and was wondering if it is possible to get detailed information about exposed parameters (default, min and max values basically) from "sbsrender info"? I'm basically looking at whether we can add some rudimentary controls to our material editor / compiler, that would allow us to tweak the graph and re-export the bitmaps without opening Substance itself.

Is this a bug or intentional?

I have some graphs which have up to 16 linked bitmap resources. I've set "Show In Library" to No for each of them, but they still show up in the spacebar menu when I start typing. It's pretty bad already but is only going to get worse as the project grows, making the spacebar menu (which is my favourite way to add nodes) basically unusable.

Edit: I don't really use the library but I've noticed they still show up there too, so I think it's a bug.

Would it be possible to highlight in some way, nodes which have function graphs containing variables from the graph's list of Input Parameters? I know that an Input Parameter may be used in many function graphs, but it could still potentially be done in a similar way to the node type filtering, which reduces the opacity of unhighlighted nodes.

I can't be the only person who spends ages hunting down which node an Input Parameter is controlling, unless there is a way of finding the connections which I don't know about?

It would be really good, if my substance that I am trying to paint in projection mode, allowed an alpha channel. It would work in the same way that the stencil does in brush mode, but be aligned with the projection material. Unless there is some way of doing this already that I'm missing?

My current workaround is to add a User channel and map the alpha channel to that in the projection. Then export the User channel and bring it back in as a texture which I use as a bitmap mask on the layer. Not ideal because it's not live and requires constant updates to see what you've painted.

Hi, is there any way I can use the Transferred Texture from Mesh baker to transfer a normal map? If you do this in 3DS Max's Render To Texture tool, it reorients the normals based on the new UVs. SD5 seems to just transfer the bitmap, which results in a broken normal map.

Also, it seems to crash if I try to bake from one UV channel of a mesh to a different channel of the same mesh. I got around this temporarily by just re-exporting my mesh with the UV channel moved to UV0.

Edit: I think I solved the crash problem by having my second UV set on UV1 rather than UV2. (old habit I have of skipping UV1 in case it needs to be used for shadow maps).

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