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Messages - cjwidd

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Substance Designer 2021.1.2 (11.1.2) build 4593 commit 0a3b2baa Release (2021-03-17)
Windows 10

Substance Designer crashes in a dual monitor setup. The crashing behavior can be replicated by launching the program on a secondary display. Crashing in a dual monitor setup has been reported numerous times.

If you plan to use Substance textures in an external DCC application, the best option is to export the Substance file to bitmaps using Substance Player.

very frustrating indeed, and it's been this way for the last 4-5 years. I don't think Allego has plans to improve the import process beyond what is currently being offered.

There needs to be a clear, documented method from Allegorithmic for exporting bitmaps from Substance Player, or by using the baked output feature of the Substance node in the Slate Material Editor, for achieving visual parity to what the Substance node presents itself.

Could you please provide a video demonstrating the following:

1. Import .SBSAR into Slate Material Editor
2. Make adjustments to the imported .SBSAR
3. Render the adjusted .SBSAR in Corona Renderer on a 3d primitive
4. Replicate that render using only bitmaps from the adjusted .SBSAR in the Slate Material Editor

If this is in fact something easily achievable and generalizable using a clear set of instructions, it should only take a few minutes and would be a huge contribution to resolving workflow myths regarding the Substance in 3ds Max plugin for Corona Renderer.

How are the maps being computed inside the Substance node? The baked output from the Substance node is not correct, i.e. is not equivalent to what is produced by Substance Player or the Substance node itself.

I'm thinking of recovering all the old scenes I have with substances in it and baking their maps instead.

This is probably the best solution at the moment

The project in question IS the iterative save meant to protect against this exact type of failure.

My concern is not knowing what precipitated the corruption, particularly given that the project file was behaving as expected the last time it was opened - what happened during that intervening period in which the project was not accessed that it became corrupted? or, did the project file become corrupted as a result of the save operation when the project was last closed.

I have noticed that Substance Painter will sometimes crash, hang, or stall out when Substance Painter windows are moved between monitors in a dual monitor display - perhaps that is related.

[Project management] Failed to open project 'C:/Users/####/Desktop/####/####.spp'

This is an unrecoverable error as far as I can tell - the entire project is lost.

Windows 10
GTX 1070
TDR: 60

@galen Been a while since the last update(?)

Overview of shader configuration and gamma correction

That sounds right, but I want to be very clear about what I'm describing so I will go ahead and record a short video to illustrate.

It is known that 3ds Max applies a gamma / LUT correction based on preference settings (Customize > Preferences > Gamma and LUT) and bitmap gamma correction can be applied per bitmap on import (i.e. Automatic (reccommended; 2.2) vs. override (1.0)).

I don't know what the Substance to Corona converter is doing internally as far as gamma correction is applied, but the issue I am raising refers to using bitmaps generated by Substance tools (e.g. Designer, Painter, Alchemist) for the purposes of rendering in an external DCC.

The Substance to Corona converter automatically generates mix maps for the diffuse, reflection, and fIOR channels, but if users try to generate the shader from scratch using bitmaps exported from Substance tools, they will not know that mix maps are needed, how to configure the mix map, or when / where to apply the mix map; on top of the fact that there is a (sort of) arbitrary gamma correction being applied to different bitmaps. This is an obvious usability problem.

Does this make sense? If I create a substance in Designer to render in 3ds Max Corona Renderer, I have two options:

1. Export the .sbsar from Designer, import to Max Slate Material Editor, Substance to Corona converter
2. Export the bitmaps from Designer, import to Max Slate Material Editor, create the shader from scratch - this is where the usability problem starts because there is no official guidance about how this is supposed to be done correctly.

I think I've discovered the correct shader configuration by basically using the mix maps from the auto generated shader using the Substance to Corona converter.

Using maps baked out from the .SBSAR in the Slate Material Editor:

*NOTE: adjustments are contingent upon the output parameters in Substance Designer(!)

Albedo - Automatic (recommended; 2.2) * gamma (0.45)
Gloss - Automatic (recommended; 2.2)
Anisotropy Level - Override (1.0) * gamma (0.45)
Anisotropy Rotation - Override (1.0) * gamma (0.45)
Metallic - Override (1.0)
Normal - Override (1.0) * gamma (0.45)
Displacement - Override (1.0)

Galen, the number one issue I am facing while using the Substance to 3ds Max plugin for Corona Render is parity between the shader created by manually connecting baked outputs versus the auto-generated shader using the Substance to Corona converter.

I need a clear, step-by-step description of the correct gamma, bitmap filtering, mix parameters, etc. for all the relevant maps to replicate exactly the result of the autogenerated shader using the converter.
If it helps, I can record a short video illustrating exactly the problem, but I don't want to keep spinning my wheels trying to guess the correct configuration.

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