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Messages - Sergey Danchenko

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106
Substance PainterSubstance Painter - Showcase - Oil Drum / Barrel Prop
 on: September 11, 2016, 02:07:39 pm 
Hello,

I was curious to see if one can take a really ordinary object and effectively present it as a hero asset. Is it possible to create a showy shot with something plain, or is it just complex models that can have such feature?

So, I wanted to make something really simple and play a bit with textures and presentation. I’ve chosen an Oil Drum that we all have seen countless number of times basically everywhere, especially in games.

Most of the time this red barrels tend to explode all of a sudden without a reason, but this ones are just flammable… though they’re empty inside. :D

A bit of tech info: modeled in Maya, textured in Substance Painter, rendered with Iray. Single barrel is ~7300 triangles. Textures used for rendering are 4096x4096.

Artstation link: https://www.artstation.com/artwork/y2e53

Thank you for checking this out!

Sergey

107
It's ok with me, and by looking to the forum it seems unlikely that this is a common problem. If this behaviour persists in fresh installation of SD, then probably only the devs could help with that.

Have you tried to troubleshoot your issue? Like using different file formats for Roughness map, trying different materials, poking in some settings, reseting them, etc. It may turn to be some "funny" bug that causes this, any additional information could be useful to the developers to identify the issue you're having.

108
Could anyone kindly confirm this? Maybe I'm getting it just on mine system...

109
Figured it out — I've used incorrect method of changing the environment map. Instead of dragging it into the 3D View from the library I'd added it to the graph and used "View in 3D View" menu option to display it as a Latitude/Longitude Panorama. Too bad there's no direct control in Designer over the environment map like in Painter - I'd prefer using some button-style option... Or is there?  :o

110
Hello,

I have a hard time understanding why my model looks different in Substance Designer compared to Painter. Maybe I'm missing something, so I'm looking for a tip on this.

So, I have a model I've textured in Painter. I've exported textures as bitmaps and imported them into Designer, then simply attached them to corresponding outputs.

First thing that confuses me is that the same environment with same settings (exposure, texture scale, etc.) produces much different shading result in Designer compared to Painter. For example, the "tomoco_studio" environment with exposure set to 0 (default) gives decent ammount of light for a model in Painter, but in Designer the same environment with default exposure (0) makes my model dull and dark. To make it look close to what I get in Painter, I have to set the Exposure to 3.

Now the fun part begins. If I increase the exposure in Designer like I wrote above, I start to get different lightning results compared to Painter, specifically in the ammount of specular highlights. This best illustrated by pictures I'm attaching to this post below - they're rendered by Iray, though using the regular viewport renderer results are comparable (in a sense that they're still different between Designer and Painter). They are in animated GIF format to allow better compareability - one with the environment shown and one with black background. Also I'm providing a shot from Designer with the same environment, but exposure being set to zero (default).

As it can be seen, top of the barrel is considerably brighter in Designer than in Painter, and the lighting itself looks noticeably different, though the environment settings, except the exposure as was stated above, is the same. My best guess would be that different exposure settings lead to this result, but this will mean that it is impossible to get identical renders in Designer and Painter, because environments can't be set to have the same effect on lighting.

Any thoughts on what (and if) I'm doing wrong? I'm a bit surprised that I can't get Designer and Painter to produce identical shading and rendering results.

Thanks in advance for any help!

111
Hello,

I'm facing some strange issue with camera in Substance Designer 5.5. In short, when in Iray rendering mode and camera is set to Orthographic projection, the view jumps close to the scene object and camera can't be zoomed out or zoomed in. I've filed a bug report through the support website, but decided to post here as well.

I suppose this isn't normal, right?..

112
I believe that from a standpoint of texturing experience in SP having more video memory will be more beneficial than having a bit more powerful GPU. The difference between 6 GB and 8 GB, though, is not that huge, but a few extra gigabytes could play very well with 4k textures and complex assets. From a personal experience I'm pretty sure that most slowdowns I was having in SP were caused by insufficient amount of video memory, when SP had to constantly load/unload it's data to or from system's RAM.

Regarding the RX 480, I have no information at the moment if there were any issues with this GPU and Substance apps. The previous consumers AMD video cards, judging by the actual users feedback, were functioning just fine, so it is unlikely that RX 480 will prove itself vastly differently. Would be nice to have a confirmation from the actual user, of course  :)

113
That's unfortunate. I have no more guesses why Power Management doesn't work as it should, even if it's mode is set to Adaptive. By the way, do you have there an option called Optimal? It's fairly new (a driver update may be necessary), but you could try it as it should provide even more aggressive power-saving mode for GPU.

MSI Afterburner can monitor many parameters including the FPS. Confirmed myself that it works in Substance Designer. You have to enable parameters that you would like to monitor in Settings -> Monitoring tab by checking the "Show in On-Screen Display" option. In my case, it shows some FPS fluctuations when viewport is rotated and freezes at some low-20's once I stop to interact with it. If I make some clicks outside of Substance Designer's window and then go back to it, FPS counter drops to zero. This means that 3D View indeed isn't updated when there's nothing happening, just as Cyrille said.

114
Just a note: GPU-Z will not allow you to tweak anything, as it's purely a monitoring software. Though, you would be able to see actual clocks of your GPU and GPU load at the given time. You should be able to confirm that SD doesn't create a load on GPU when software is idle.

Are you sure there's no such option in your control panel (see pic below)? If yes, what driver version and OS you're running?




115
I'm not sure Nvidia Optimus is the technology that has a role here — I don't have a laptop to test it out, but isn't it for the automatic switching from the integrated GPU to a discrete GPU when high performance is required from graphics? It should affect the battery life, but not so much the actual temperatures of GPU that is being used or idles.

I think that the Power Management Mode talked above is using some tech called Nvidia Powermizer that is around for quite some time now (since 2008 at least). Nvidia Mobile series 4xx should support it, as it was released later than that.

In general, I believe there's not much that can be done for Substance Designer to alleviate the particular GPU's inability to drop clocks on low load. You can use something like GPU-Z to make sure that SD doesn't create excessive GPU load when there's no user activity happening.

By the way, Russia is large and spans through different climate zones   ::) There's a lot of regions where you can get 30+ Celsius degrees during Summer, so overheating can be a problem there too  :P

116
And what about the GPU driver? For example, Nvidia drivers have a Control Panel that allows to override some driver settings, both globally and for individual applications.

One of such settings is Power Management Mode that can be found inside the "3D Settings -> Manage 3D Settings" group. If it is set to "Adaptive" or "Optimal", the GPU will lower its voltage and frequency when idle, so the temps will be much lower when there's no major GPU activity. However, if its set to "Prefer maximum performance", then the driver will not drop GPU frequency and voltage as long as there is an open application that uses 3D performance profile for GPU. In latter case, it doesn't matter if GPU is loaded or not — it will always stay "heated" as long as application is running.

I've checked this with my Substance Designer installation on Windows 10 x64 with Titan X GPU and 368.39 driver (latest). When Power Management Mode is set to Optimal, GPU frequency eventually will drop to 135 Mhz (lowest possible) when there's no activity in SD, even if the window itself isn't minimized and 3D View is opened. If fact, once dropped to this level, it will stay there even when I navigate the graph or rotate the model inside the 3D View, as there's just no enough GPU load to drive it to higher clocks.

When Power Management Mode is set to Prefer maximum performance, however, it will jump to 1000 Mhz on Substance Designer launch and will stay there until it is closed.

So, there's no such issue with SD for me. I think it comes down to finding out why your GPU driver won't drop clocks as it is described above. Try check the driver's control panel for the Power Management Mode if you're using Nvidia card and make sure that it is set to "Optimal" for Substance Designer executable (or globally). For AMD drivers, there should be something similar in nature — just look for it .

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Substance PainterSubstance Painter - Discussions - Re: Height based dust
 on: June 14, 2016, 04:02:49 pm 
I'd say that AO map is the closest map to describe the area where you would like to get this effect. However, as you can see, it can't be used "as is", so you have to modify and/or combine it in some way with other maps to suit your needs.

I would suggest to approach this task like this:

First, use any generator or other means necessary to create the dust/dirt effect you're looking for without even bothering of how well and where it allocates. It may well cover the entire model, but that's okay for now. Look only for the visual qualities you desire.

Second, use inverted AO map as a mask on the layer/layer group created in first step. Set this mask layer blending mode to Multiply - with inverted AO, it will mask areas that are in the opening and reveal only areas with crevices (occluded). You can try some other "darkening" blending modes if Multiply feels not good enough, or use some Levels to modify the AO map to make it more contrast (for sharper transition in the mask). Try to use Blur effect to additionally "extend" the AO map to the areas where it's not strong enough (like in central areas of indents on screw shown above). As an alternative, you can try to bake the AO map with different settings just for this mask, trying to make it a bit more "broad".

In general, I highly recommend study layer blending modes available in Painter and try to experiment a lot with combinations of different baked maps, procedural textures, Mask Builder and general layer masks. It's a bit tricky to get a feel on it, but once you catch the idea — you would be able to get almost any effect you want on any surface area of your models. You'd be surprised how much can be squeezed from it  ::)

Let me know if this is too confusing and I will try to put together some pics for you.


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Yes, you can. The option is to be found under the Settings.

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On Nvidia forums there's a tip that iRay on Pascal will be supported around Siggraph 2016, i.e. by August.

120
Same here with Titan X.

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