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Messages - bwcszark

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16
SubstanceSubstance - Purchases & Licenses - Re: New Subscription Q
 on: January 24, 2019, 08:46:05 pm 
cool thank you for clearing that up for me. All good, now of to watch some more tutorials. :)

17
SubstanceSubstance - Purchases & Licenses - New Subscription Q
 on: January 24, 2019, 01:20:03 pm 
This morning I just got an Indie License and in my Account it states my license ends 04/03/2019. Is this date for when I pay for another month?

18
Substance PainterSubstance Painter - Discussions - Re: Gloss Weight maps
 on: January 24, 2019, 09:17:20 am 
Thanks for the reply.

Yes you can change the shader to Spec Gloss and Weighted also but all the parameters change to what you should get with Spec Gloss etc. I have been using Daz Studio for near on ten years and I know it well. The documentation I have read over and over but it never explains why they included a Gloss Weight node. But I did find this snippet after reading it again "but unless it is for legacy conversion, it usually left alone. When converting legacy materials, specular maps are inserted here". Man I hate been dyslexic.

Anyways I realise now that if I follow a strict PBR workflow and leave this Node on 1.00 I should be good with Substance Materials.

Thank you for trying to help, much appreciated.

19
Substance PainterSubstance Painter - Discussions - Re: Gloss Weight maps
 on: January 24, 2019, 02:00:19 am 
This is a snippet of the Metal/Rough shader in Daz Studio so you can see what I am referring to. The node is selected with a yellow outline

20
Substance PainterSubstance Painter - Discussions - Re: Gloss Weight maps
 on: January 24, 2019, 01:39:02 am 
Yeah I was wondering why DAZ3D made a Gloss Layer Weight node in their Metal/Rough shader by default, that is adjustable 0 -1.00. I too thought Roughness would be good enough but after using Iray inside Daz Studio I have found on occasion that 1.00 is why too much and dropping this Weight node down helps with controlling the strength of the roughness, hence the Q about making a Weight map. I always thought that PBR would always have gloss weight of 1.00 with Roughness being the only controller.

21
Substance PainterSubstance Painter - Discussions - Gloss Weight maps
 on: January 23, 2019, 09:49:45 pm 
As the title says can SP make them. I can't see any reference of them in the documentation (baking list). It is the way DAZ3D set up the Metal/Rough shader in Daz Studio with a Gloss Layer Weight node (0 Black, 1.00 white).

PS I may have found the answer. I think you may call them Glossiness maps

22
As long as the Substance Suite price doesn't increase I can't see what all the negativity is about. Is this the right move well time will tell. Good luck with the move.

It will increase because if you read the posts from Allegorithmic they made zero indication that pricing would remain the same in future, and they did not comment on if their product line would be merged with Creative Cloud. As of now we're okay, and with current licensees, but in future you'll see a revision, I can guarantee that. (I'm also not saying prices wouldn't increase if Adobe wasn't here, but I'm pointing the fact that we're going to most likely be hit with a much higher fee - increasing a bit each year isn't an issue, but not by hundreds of dollars)

I would find it hard to believe that pricing would stay the same, the merger would only make sense if Adobe is able to squeeze additional revenue out of Allegorithmic's products knowing that many studios have Substance as part of their workflow.

Out of the 200+ replies, majority of the concern is about Adobe's track record when acquiring other businesses, and their horrible pricing policies for their products.

On the plus side, if this goes down hill which I hope it doesn't, it will open the way for competitors to take advantage of the opportunity, and for new software to be developed. One of my friends had their studio program in house 3D texturing software already, so people out there can do it.

I'll wait for my subscription to run out in three months, then buy the non-subscription versions.

Good and valid points that I hadn't considered. I did see a lot of posts (yes I read the whole thread first) about Adobes track record and not been subjected to anything negative from them I have no idea who's is right so I said nothing about that. :)

OH I should have said hope the price doesn't increase while I am paying toward a perpetual license.

23
I am just about, finally, to buy an Indie license and this news hasn't changed my mind, in fact it hastened my decision to do so.

From someone that could never afford to buy a copy of Photoshop, the subscription model finally allowed me to do so. Was I happy when I heard the news of subscription, no but that was before I saw things differently. The way I looked at it was it 1: it enabled me to finally use a modern copy (had CS2 when they gave it away free) and 2: the price IMO was fair. About 6 or so years of subscription payments would have been equal to buying CS6 outright, only to pay more for upgrades a few years after. If I stop working then I will not have the need for CC and I can use GIMP or some cheaper alternative for hobby stuff.

I have never had an issues with CC 2017 onwards, never had problems using it, never crashes on me. CC2109 loads a lot more quicker now for me. In short I can rely on it and that is what I need, reliability.

As long as the Substance Suite price doesn't increase I can't see what all the negativity is about. Is this the right move well time will tell. Good luck with the move.

24
I am getting SD so it might be easy to there than SP. When I get to that stage I may ask more q's about getting the shape and texture. For now thank you.

25
this type of whitish lichen would be the most common effect I am looking for

26
I am also interested in this topic very much so please allow me to post a link for real world examples.  Lichens on Rocks

27
SubstanceSubstance - Purchases & Licenses - Re: Rent to own Question
 on: January 18, 2017, 10:12:01 pm 


and at some stage can I increase the monthly payments if my freelance work pays off??
I take it that this is not possible, unless you missed it. :P

28
SubstanceSubstance - Purchases & Licenses - Re: Rent to own Question
 on: January 18, 2017, 11:49:52 am 
Sweet and you must know for sure as you are staff. Thank you

29
SubstanceSubstance - Purchases & Licenses - Re: Rent to own Question
 on: January 18, 2017, 12:30:00 am 
so does that mean it will take 37 months to pay for the whole Indie rent to own package?

8 months for SP
8 months for SD
5 months for B2M
and 16 months for SLive

and at some stage can I increase the monthly payments if my freelance work pays off??

30
The main Iray defaulted Shader in DS 4.9 is the Metailicity/Roughness mode though it can be changed with a drop down box to the Spec/Glossy and Weighted. DAZ3D recommends the Metal/Rough and I must admit so do I. I find it the easiest to get my head around. Though MEC4D has some some great shaders using the Spec/Gloss mode in DS.

The Metailicity/Roughness mode compromises of a;
Top: Metalicity Channel slot with Strength value input and Map slot. Maps being Black - non metal and White - full metal. Just like Substance
Base Colour (Albedo)
Diffuse Roughness
Translucency 
Gloss Layered Weight
Gloss Roughness
and so on down through Refraction, Bump, Normal SSS and finally Top Coat and Displacement

nearly all the functions within the shader are map driven, most Linear grayscale.

Here is an example of what I have been doing in DS using the method below but instead using the Top Coat (for the Fresnel) and map driven values as SP makes but I did them manually in PS.

The Top Coat Roughness is weighted so two maps are needed, Top Coat Layer Weight map and a Top Coat Roughness map. For SP made maps I am 99% sure if the maps are  made right all strength values should be set to 1.00. So Metalicity 1.00, Glossy Layered Weight 1.00 and Glossy Roughness 1.00 etc etc with a map in each.

EDITED to add: I should add that I only use Top Coat for non metal surfaces.

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