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Messages - DavidAllegorithmic

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Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: June 15, 2020, 11:56:08 am 
New release out. Mainly about making creating shaders for Painter better/easier.
There is a new video about this workflow too:

Plugin page:

Release notes:
v 0.1.4
* Added Painter Template and Sample
* Corrected painter shader so specular color affects non-metallic materials instead of metallic ones
* Corrected Painter Normal map tangent base to adapt automatically for the baked normals
* Added html documentation
* Added support for upcoming changes to MaterialX master preserving 1.37.1 compatibility

Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: May 05, 2020, 06:04:48 pm 
New release is out:
v 0.1.3
* Split out glsl codegen to a separate python module
* Added a configuration file for configuring paths and the viewer
* Removed issue related to finding the Substance Designer Document directory when HOME environment variable specified on windows
* Added documentation for what features are supported and not in standard surface in different implementations
* Updated floor sample for smaller export
* Added missing image for floor sample documentation
* Changed mat ball mesh in the package to make object space align with the MatXViewer object space for the default version of that model in Substance Designer
* Added documentation notes on how to make coordinate systems align between applications
* Corrected iRay/MDL implementation of modulo to be consistent with GLSL

Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 24, 2020, 02:51:05 pm 
Hi everyone,

We finally made our own getting started video. This should make installation easier:

Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 17, 2020, 06:02:55 pm 
New release today

v 0.1.2 changes
* Fixed issue with the path for user mdl documents breaking subgraph export
* Added missing sample
* Added toolbar icon for the MaterialX toolbar
* Added translation for atan2
* Added compatibility checks on startup to make it easier to understand what goes wrong during initialization
* Added check for changes to mtlx modules on startup to decide on whether to rebuild mdl files
* Corrected behavior for tweaking parameters with min/max defined in GL viewport
* More feedback when exporting subgraphs

Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 16, 2020, 07:33:44 pm 

That error is not obvious to me.
Can you PM me and we can try to figure out a way of debugging this together?

Sorry for the inconvenience

Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 15, 2020, 07:39:51 pm 
The directory in the plugin should look like this when MaterialX is properly placed:
Code: [Select]
    ├── MaterialX
    │   ├── bin
    │   ├── cmake
    │   ├── include
    │   ├── lib
    │   ├── libraries
    │   ├── python
    │   └── resources
    ├── data
    ├── doc
    └── python

Yhe MaterialX directory should be a child of sdmaterialxplugin directory not a sibling.

Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 15, 2020, 06:30:49 pm 
New build is up now. Should fix greggdaly's issue.
Hoping to provide a release soon providing better error messages when loading the materialx libraries fails.

Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 15, 2020, 06:00:24 pm 
greggdaly: I am working on a fix for this issue. It should be on share before the end of the day.
moduglu: This issue seem to be related to the MaterialX libraries not loading. Can you confirm you are on Designer 2020/10.1.1?
The python version was upgraded from 3.6 to 3.7 between the versions and the MaterialX python libraries won't load properly in the old version

Is it possible for you to share a sample scene?


For clarity, is the warning the issue or does the baking fail in that no output file is written?



Still no improvement unfortunately. The best performance would be to run the individual passes in a thread pool (as the SAT examples does) to hide the cost of the single threaded scene loading.


It's a good point. I would agree it's a bug that an invalid input name is considered the first compatible input


This should work.
Make sure aLeftNodeOutput is exactly the identfier string of the node (not the label).
If it still doesn't work, please send a sample we can debug

There are ways to call painter javascript through a network port so you inject a script that loads the file you want and then call the right api calls for updating the resources. This means you can take the manual effort out of it and have it done overnight or any time someone is not working on an spp file. It will still require a full workstation with GPU and a desktop.

Feel free to PM me if you want to get some samples of how this is done.

Hi Eric,

When it comes to actually making up-to-date thumbnails and also cooking sbsar files from a library of changing sbs files we have a sample available on github:

When it comes to updating painter projects the low-tech solution is to make sure the shelf directory is synced with what comes out of a build process and then run the resource updater plugin on the projects. It is possible to script it more than that so you can update resources without any manual effort but it's not trivial. Let me know if you want me to outline the process for you.

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