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Messages - Jeremie Noguer

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The problem does not come from B2M but from the 3dsmax integration of the substance format. If you use B2M outside of 3ds max, for example in the substance Player, you won't have any hue issue.
I'll check if this has been fixed in the next iteration of 3ds max.
Same for the lag when using the timeline.

The integration in 3ds max as a whole would need a makeover but it's not only our call, it's also Autodesk's.

A cheap and easy way of doing this would be to have a base dirt map and another one you randomize for each tile and have these 2 blended using a gradient so that the sides of the textures are always the base dirt map, and everything else is the randomed one.

Yep, it's a known bug and it's being fixed. Thanks for the report anyway :)

All this is on our todo list ;)
You should be able to play with an all new 3D View soon, text support will come later.

The warnings in the first screenshot should not have prevented you from cooking. The error in the second screenshot probably means there is a dependency missing or something like this. Could you pack the substance and its resource folder and send it to us by email ? I'll try to see if I can pinpoint the error origin.

You shouldn't have any issue with any of the middle/high end GeForce or Radeons card on the market right now. Ironically, "professional" cards such as Quadros and FireGL tend to be harder to deal with driver wise.

Only _MainTex, _BumpMap and _ParallaxMap are supported by Unity as separate slots. Then the inspector allows you to choose what to put in the alpha channel of the diffuse (height, emissive, specular, opacity...).

You should be fine with these, as the AmbientOcclusion and Curvature outputs can be baked in the diffuse through some of their parameters.
Bump and displacement are only useful when creating complex materials for precomputed CG.

Yes, Unity only has a limited number of channels B2M can automatically plug to (diffuse, normal, specular, opacity, emissive).

The other channels won't be generated unless you check "Generate all outputs".
Although these channels won't be automatically plugged, you can use them in your custom material by selecting the outputs manually in its inspector.

We will take a look next week and get back to you as soon as possible.

You should have a dropdown box allowing you to create a new name under "opacity".

If not, you can still rename your parameter by clicking in an empty part of the graph and looking at the very bottom of the parameters window.
There you can change the name, and many more details of your exposed parameters.

Substance DesignerSubstance Designer - Discussions - Re: Weathered Leather
 on: January 30, 2013, 11:47:51 pm 
You can't create your uv layout in Designer, it is usually done before, in the same software in which the model is created (3ds Max, Maya, Modo...).

Substance DesignerSubstance Designer - Discussions - Re: Weathered Leather
 on: January 28, 2013, 07:09:08 pm 
It looks like your uv layout is not correct. For the filter to work you need to have unique UVs for your mesh, here your UVs overlap.

There is a bug in the latest version of the player. Before exporting you should set the "End" field to 0. We will try to fix this as soon as possible.

Hi Sandra,

This is indeed something we want to add at some point but it's not possible yet.

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