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Messages - an-imagination

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1
I have Painter 2021.1.1 on Windows 10

Logfile says:
Code: [Select]
[WARN] <Qt> "[DBG WARNING][Iray Service]" MDL search dir path not found 'c:\ProgramData\NVIDIA Corporation\mdl'
[WARN] <Qt> "[DBG WARNING][Iray Service]" Fail to add Path: c:\ProgramData\NVIDIA Corporation\mdl
[WARN] <Qt> "[DBG WARNING][Iray Service]" MDL search dir path not found 'c:\ProgramData\NVIDIA Corporation\MDL Material Exchange Package\mdl'
[WARN] <Qt> "[DBG WARNING][Iray Service]" Fail to add Path: c:\ProgramData\NVIDIA Corporation\MDL Material Exchange Package\mdl
[WARN] <Qt> "[DBG WARNING][Iray Service]" MDL search dir path not found 'C:/Users/home/Documents/mdl'
[WARN] <Qt> "[DBG WARNING][Iray Service]" Fail to add Path: C:/Users/home/Documents/mdl

I use different locations for the mdl resources.

Where do I configure the mdl pathes in Painter?

I can't find anything in the UI nor any config file.

Edit: I don't know why the log is attached multiple times.

2
Found warnings and errors in the log txt export (would be nice to get those in the build in log viewer as well).

Code: [Select]
[WARN] <Qt> QLayout: Attempting to add QLayout "" to Alg::GroupWidget "uvTransform0Group", which already has a layout
[WARN] <Qt> QLayout: Attempting to add QLayout "" to Alg::GroupWidget "uvTransform1Group", which already has a layout
[WARN] <Qt> "[DBG WARNING][Iray Service]"    1.0   MDLC   comp warn : E:\Ressources\Substance_Painter\shelf\shaders\mdl\skin_metallic_roughness_anim.mdl(58,19): used parameter 'height' marked with anno::unused() annotation
[WARN] <Qt> "[DBG WARNING][Iray Service]"    1.0   MDLC   comp error: E:\Ressources\Substance_Painter\shelf\shaders\mdl\skin_metallic_roughness_anim.mdl(290,5): "," expected
[WARN] <Qt> "[DBG WARNING][Iray Service]"    1.0   MDLC   comp error: E:\Ressources\Substance_Painter\shelf\shaders\mdl\skin_metallic_roughness_anim.mdl(290,28): no overloaded version of function 'float(bsdf)' matches calling parameters
[WARN] <Qt> "[DBG WARNING][Iray Service]"    1.0   MDLC   comp error: E:\Ressources\Substance_Painter\shelf\shaders\mdl\skin_metallic_roughness_anim.mdl(304,9): 'weighted_layer' : cannot convert argument 'layer' from 'float' to 'bsdf'
[ ERR] <Qt> "[DBG ERROR][Iray Service]" E:\Ressources\Substance_Painter\shelf\shaders\mdl\skin_metallic_roughness_anim.mdl(290,5): "," expected
[ ERR] <Qt> "[DBG ERROR][Iray Service]" E:\Ressources\Substance_Painter\shelf\shaders\mdl\skin_metallic_roughness_anim.mdl(290,28): no overloaded version of function 'float(bsdf)' matches calling parameters
[ ERR] <Qt> "[DBG ERROR][Iray Service]" E:\Ressources\Substance_Painter\shelf\shaders\mdl\skin_metallic_roughness_anim.mdl(304,9): 'weighted_layer' : cannot convert argument 'layer' from 'float' to 'bsdf'
[WARN] <Qt> "[DBG WARNING][Iray Service]" IRay module 'mdl::skin_metallic_roughness_anim' do not exist
[WARN] <Qt> "[DBG WARNING][Iray Service]" "mdl::skin_metallic_roughness_anim::skin_metallic_roughness_anim mdl material wasn't found. Fallback on mdl::alg::materials::physically_metallic_roughness::physically_metallic_roughness"
[WARN] <Qt> "[DBG WARNING][Iray Service]" IRay module 'mdl::skin_metallic_roughness_anim' do not exist
[WARN] <Qt> "[DBG WARNING][Iray Service]" "mdl::skin_metallic_roughness_anim::skin_metallic_roughness_anim mdl material wasn't found. Fallback on mdl::alg::materials::physically_metallic_roughness::physically_metallic_roughness"
[INFO] <Qt> "[DBG INFO][GenericMaterial]" "Creation of the shader pbr-metal-rough_anim successful"
[INFO] <Qt> "[DBG INFO][GenericMaterial]" "Creation of the shader pbr-metal-rough_anim successful"
[INFO] <Qt> "[DBG INFO][GenericMaterial]" "Creation of the shader pbr-metal-rough_anim successful"
[INFO] <Qt> "[DBG INFO][IrayRenderer]" Update material instance
[WARN] <Qt> "[DBG WARNING][Iray Service]" IRay module 'mdl::skin_metallic_roughness_anim' do not exist
[WARN] <Qt> "[DBG WARNING][Iray Service]" "mdl::skin_metallic_roughness_anim::skin_metallic_roughness_anim mdl material wasn't found. Fallback on mdl::alg::materials::physically_metallic_roughness::physically_metallic_roughness"

Main problem seems to be:
Code: [Select]
"mdl::skin_metallic_roughness_anim::skin_metallic_roughness_anim mdl material wasn't found.
I linked the mdl material in the GLSL shader like described in the official documentation, but it seems something is still wrong.

Documentation
Code: [Select]
mdl: define the Iray mdl material to use with the shader. The path syntax is as follow:
mdl::folder1::folder2::mdl_filename::material_name where folder1::folder2::mdl_filename
is the path inside one of your shelf mdl folder to a mdl file and ::material_name is the name
of a material declared inside this mdl file.
(ex: "mdl" : "mdl::alg::materials::physically_metallic_roughness::physically_metallic_roughness")

Would be nice to get support.

3
I made a custom glsl shader.
It is in a custom shelf location:

Code: [Select]
E:\Ressources\Substance_Painter\shelf\shaders
This shader is selected as main shader in Painter
So far this works.

In this glsl shader I have linked an mdl file from the following location:
Code: [Select]
E:\Ressources\Substance_Painter\shelf\shaders\mdl\skin_metallic_roughness_anim.mdl
The material name in the mdl shader is:
Code: [Select]
export material skin_metallic_roughness_anim
Declaration of the mdl is:

Code: [Select]
//- Declare the iray mdl material to use with this shader.
//: metadata {
//:   "mdl":"mdl::skin_metallic_roughness_anim::skin_metallic_roughness_anim"
//: }

But this mdl does not get used. Even if I delete the mdl file from the folder iray still renders the image with what I think is a default mdl.
I don't get errors in the log.

Any idea what goes wrong here??

4
I sometimes assist users of other 3d forums. Your PBR guide is occasionally of help here. Normally I post the link to https://academy.substance3d.com/courses/the-pbr-guide-part-1. Would it be ok to also attach the pdf directly on top of giving the URL? The copyright notice says this requires explicit permission.

5
Thanks for letting us know.

6
Froyok,
on Feb. 03 you wrote this:

The application should follow the system setting, so that looks like a potential bug.
...

Whatever you now write about frameworks etc. is interesting but does help me and maybe other users.

I totally agree with you: "THE APPLICATION SHOULD FOLLOW THE SYSTEM SETTING"

Don't get me wrong, I like your software and the ecosystem around it (I am happy we finally got UDIM support). But I don't like to use it. I don't like that year after year I have to live with a user interface that does not work well. I don't like that your software hinders me to buy a display of my choice because your UI potentially won't work well on it. I don't like that I need to stick to a low res tablet display because I fear the UI won't work well on a high res one.

Whoever in your company decides about development priorities should be informed that the user interface is an IMPORTANT FEATURE. And those people should also be informed that "it is somebody elses fault" is not what customers like to hear. I might understand this, I might have sympathy with you, but years and years have passed and there is still not a solution. Personally my sympathy about how difficult it is to develop a fully working user interface is down to zero.

I really hope your company reconsiders the priorities and finds a solution for a fully working system aware dpi scaling on Windows.

And yes, I know I am just a single user who will be forgotten a few posts later. But at least I can let your company know how frustrating it is to use your otherwise great software.

7
Have 3DConnexion device but it seems it is not working in Painter / Designer.
Is it not supported?

8
Hello support team,

i would appreciate to get a feedback about the issue.

I made this ticket,
I wrote an email,
I wrote a site mail

but nobody is answering.

9
Thanks for your help. I found that solution as well. But I think I can't distribute Adobe modules freely to other people.
Do you maybe know a way to make the SD export indepentent from Adobe specific modules? The idea is to have exchangable materials in the end (as I understood it that is the main concept of MDL).

10
@Sidney Sena
so, you say it is a known issue and Adobe Does not plan to fix it?

@Froyok
is that really the situation? I can't belive Adobe is ignoring a serious issue in the UI.

11
Has this been solved?
Asking because I have a similar issue.

12
I tried to import an MDL for use in DAZ Studio.

Steps I did:
- made a new MDL graph in Designer by using the build in translucency template
- exportet that as an MDL file
- tried to import it into Daz Studio (it has a tool called Shader Mixer for that)

Got errors in the log file:
[ERROR] - MDLC:COMPILER ::   1.0   MDLC   comp error: E:\Ressources\Materials\MDL\MDL_Test.mdl(3,10): could not find module '::alg::base::core' in module path

In the MDL file I see:
import ::alg::base::core::volume_absorption;
import ::alg::base::core::volume_scattering;


I asked the Daz support - answer "this seems to be substance code which should not be there for exchangable MDLs".
So, it seems the MDL export references modules which are specific to designer and therefore the MDL does not work in other apps.

I tried to find information about it in this forum and the docs but with no luck.

Can somebody give a hint how to proceed to get this solved?

13
@Froyok

any news on this issue?
Should we create a ticket via the software?
Any additional information you need from us?

It is really a relevant issue if the UI does not work well.

14
I know we are in the digital video tutorial world, but maybe somebody can recommend a traditional art book about skin painting and color zones? You know, something made of paper ;-)

There are so many books but maybe you know ones that are the "go to bibles"?

15
Hello Support,

do you need more information from me?
Will there be some kind of feedback from your side about the status of the ticket?
Or should I send a new ticket via the Painter software?

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