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Topics - jeanfrancoisjacques

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For fuck's sake. I upgraded the substance plugin for 3ds and now none of my saved materials can be imported in from siger or from connecter. ARE YOU FUCKING JOKING? 

Substance Integrations - Autodesk 3ds Max - RW Scale
 on: May 04, 2021, 03:07:47 am 
Why the fuck is it impossible to set scale with you materials?
The only thing that works to modify a substance mat is the gizmo form UWV map. Adjusting RW scale ( or any scale) does nothing in the substance material editor node . FIX YOUR SHIT! This has been going on for over 3 years .

So this seems to be a perpetual issue. Over 2 years old.
If I have a multi-mat applying itself to different meshes, requiring several substance mats, all named differently but essentially the same material except for color. 

I know you're just going to say that nothing can be done and best to go to bitmaps. That's 20min right there of moving and tweaking bitmaps and getting a second rate material because the process is imperfect.  I'd be great if you fixed your materials and max integration instead. Fix your shit.

First off, I asked connecter why they don't have a drag and drop into 3ds for sub materials despite having a nice library interface. They said you go out of your way to block the direct integration. If so, fuck you you colluding fucks. I'm guessing you guys do this for rhino as well.

Secondly, why is it still so painful to import substance mats? This should be drag and drop. Instead it's a five step process for different renders. Also, why is the creation of a substance material into a standard material and it's maps so laborious.

Finalize the process dipshits.

I open a substance mat X in the slate editor.
I apply to object 1.
I copy and paste matX in slate editor and rename it matY.
I lighten matY and I apply it to object 2.

When I render object 1 and 2 both have MatY applied to them.
If I select matX again, it automatically applies to both objects.

Content - Substance Source - Scaling
 on: December 01, 2019, 01:37:06 am 
Look the substance source materials are expensive.

1) They don't fucking scale in 3ds max.
2) They often crash 3ds.
3) For all your plank materials, why why, limit their plank sizes. Wood strips come in all shapes and sizes. 

Content - Substance Source - substance source materials.
 on: November 12, 2019, 11:04:15 pm 
Hey, I got some of the substance source parquet materials.
I was wondering how I could change the tiling of these materials so that their tiles could be longer. The limits they come with create very short parquet tiles.  is this an easy fix?

I am using a lot of the parquet materials from source but for exterior cladding, the issue I run into is that most of the tiles are too short. I can extend the Y number and lower the X number and increase the scale, but still the tiles are too short.

Can someone show me how I could easily modify this?

Kind of frustrating that these numbers are limited in the first place.

Substance Integrations - Autodesk 3ds Max - Materals
 on: October 23, 2019, 10:47:00 pm 
I'm using corona and finding that lots of the mats look nothing like their previews when it comes to displacement.
1 I always have to bump up displacement.
2 Displacement at the edges of a facet is an issue. It goes all over the place. Seems hard to predict.

Substance Integrations - Autodesk 3ds Max - No scaling.
 on: October 22, 2019, 09:03:10 pm 
Either scaling is buggy, or just not working in any reasonable way.

I am using UV unwrap and working in the editor.
Therefore, I need to change the tiling in order to get a change in texture size.
Tiling the texture in substance does nothing.

If I use a UVW map and set RWS, I should be able to change the size of the texture via the RWS of the substance mat.  Again this does not work.

Also, and I know this will just make it seem like I changed something on my end, the texture size just seems to change on its own even after I collapse the UV's.

I just opened my file and the mapping changed again!!! What is this? DO substance mats just not work with 3ds?

I just opened my file and the mapping changed again!!! wtf!?

Substance mats have been more of a pain than anything. They should come in set to RWS.
Also changing the resolution tends to change the tiling. WHY?!!!

I want to use substance materials with Corona multi map in order to clad a raiclone facade.

Every-time I place a material in corona multimap, the most recent material takes over all the slats that are occupied by a substance material.

SubstanceSubstance - Discussions - Non repeating mats
 on: September 14, 2019, 08:35:28 pm 
I can't believe this is still an issue. I do a lot of archviz and I'm always on the lookout for a solution for either brick or wood slats that does not repeat. Is this not possible with generative textures?  Vizpark is currently the only solution and it's awful to work with and requires a ton of setup and tweaking.  This is one of the main issues in archviz texturing, how is this still not addressed?

As I mentioned before, several of the parameters in the substance 3ds max mat do not have the ability to change.
Some parameters, likely most, do seem to have the ability to change, yet they do not actually change the material in the render even though they seem to update in Corona's interactive renderer. As in they update but no change occurs. I see that if I create a preset using these new values, this preset will hold the changes. Is this how this is supposed to work: I have to create a preset in order to view changes to the material. Seems backwards.

Substance PainterSubstance Painter - Baking - Why Bake
 on: September 13, 2019, 06:12:32 pm 
Ok I am completely new to substance and procedural mats so pls forgive the question.

1) Why bake? Are these materials going to be faster to render(I am using corona in 3ds max)
2) When I bake how do I determine both DPI (for lack of a better term) and the equivalent to RWS?
For instance I have a brick texture and I would like to bake a large RWS area to avoid repetition, but I would like to make sure the size of the texture is not that large as this is not a close-up render.  Am I wrong to being with in assuming that materials will not repeat to begin with? I hope not.

I can't seem to change several parameters in the 3ds max plugin(again using Corona here). For instance, I have a brick material but I can't change it's roughness or its glossiness. Is this because I have to shift these in the corona material instead? I can change most parameters though. 

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