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Messages - cjwidd

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I'll go ahead and send you the .SBSAR

The other issue to recall is the gamma correction; where and how is that correction being applied or not being applied?

At least Albedo and Glossiness require gamma correction (0.45) to baked outputs from .SBSAR in Slate Material Editor.

I do want to call attention to an issue from before where I had shown (video) that some parameters from imported SBSAR in Max / Corona Renderer were resetting to a max float value of 99. For example I had a float parameter that went up to 128, another to 16384, but the SBSAR parameters in Slate Material Editor imported as 99 and would reset to 99 after being adjusted in the editor.

If you need additional documentation of this, let me know and I'll post another video.

Substance DesignerSubstance Designer - Showcase - Re: cjwidd render thread
 on: October 16, 2020, 10:21:54 am 
Wall covering; scan-based material
3ds Max | Substance Designer | Corona Renderer

Substance DesignerSubstance Designer - Showcase - Re: cjwidd render thread
 on: October 14, 2020, 01:14:53 pm 
Wall covering; procedural material
3ds Max | Substance Designer | Corona Renderer

Just to be clear the post-render scripts you alluded to before that were related to the crash I reported, is there a reason to include those - or will they be included - as a part of the next release?

Niiiiiice! 👍

There were a number of issues I documented, but the main issue was the UV tiling and the rendering crash I reported.

1. It sounds like the rendering crash can be solved by just removing the post-render scripts you pointed out?
2. UV tiling is under investigation
3. Other issues like substance parameters not loading correctly and Substance to Corona converter not including advanced parameters is on the roadmap?

Substance DesignerSubstance Designer - Showcase - Re: cjwidd render thread
 on: October 12, 2020, 09:07:11 am 
High Plains
Wall covering; procedural material
3ds Max | Substance Designer | Corona Renderer

Galen, it's been quite some time since the last update. Is there any news on this? How about an auto-bake feature for substance bitmaps from Substance Launcher?


There are currently a number of limitations with respect to the Substance to 3ds Max integration, resulting in baked maps being more useful / flexible than .SBSAR in 3ds Max for rendering.

Are there plans to implement an auto-bake option in the Substance Launcher so that, rather than downloading a .SBSAR or .SBS, there will be an option to download all the associated texture maps instead (or as well)?

Does that make sense?

Apparently I was foolish to tell trainees to link to SBSAR files within project folders. This breaks project asset portability, because there is no such thing as a relative path. Unbelievable.

Right, but this issue of not being able to link to .sbsar files within project folders is indicative of a broader issue, I think, which does pertain to material libraries.

Yeah, I have not had any success in using .sbsar in any material libraries in Max - it crashes max, or the parameters are reset, or node connections do not save, etc. Similar problems occur with archived projects.

I'm not really sure what the utility of Substance in Max is at this point. The only scalable workflow I have encountered is to import .sbsar into Max, adjust to taste, bake out maps, re-import the maps, re-connect the shader, and go from there. Keeping in mind the maps will be baked such that additional gamma correction will be required for at least the albedo and gloss maps, possibly others.

Galen, it's been a couple weeks since the last update. Any progress on 2.5.0/2.6.0?

It seems like the only solution for now is to bake out maps for any Substance materials that need to be used in the scene. Is there a tool being developed for Substance Source to enable this option?

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