Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - alexx

Pages: 1 2 [3] 4 5
has that message (shown directly after installing) any meaning? Never saw that message before...

Rough translation:
Procedur entry point not found
"?axfDisableLogging@v1_5@decoding@axf@@YAXXZ" wasn't found in DLL "C....importer.dll"

It would be great, even for smart materials, if I could exchange an object.

Even when I replace the object with somehting similar all layers were lost.
There is no need to loose them...

it's just a small thing, but always I have to set for example:
OpenGL instead of DirectX (and I never ever work with directX)
and resolution to 4K (and I never ever work below 4k)
and some other things I always do.

It would be good if I could store my preferred workflow as default as much as possible...

I wonder since VrayNext introduced already a metalness input to support allegorithmic's PBR-metallic-roughness shaders, if there isn't now any new workflow tutorial?
All documentations (MAYA-VRay) still show the old workflow with texture output for Specular-Glossiness workflow!

Thanks for help, I'm no expert, I'm just an artist looking for the best and easiest solutions...

often SmartMaterials use HeightMaps. (I am stacking often a lot of them to get detailed results)
But I need it for Maya (Vray) and in VRay it never looks like in Substance :(

So it would be good, to know how to change them in Substance Painter into Displacement Maps instead.
Is there any conversation in Substance Painter possible?
If I use the HeightMaps for VRay-Displacement, there come up a lot issues with UV Map borders.
And all nice details are gone, so I wonder how to use Substance, when it's not possible to get the same result.
(And I know how to work with Displacement in Vray, I have always enough mesh resolution provided. So it's a problem with Substance for me)

Thanks for reply!

I have a scene, where I just wanna keep everything, only my base mesh needs sometimes to be modified.
Although it keeps the exact same topology, when I exchange my basemesh, all my layers are gone.

Sometimes it works, but sometimes not. Seems to be a bug or I did not understand how to exchange it...


I am new to SP and often opening projects... after a second I often have my informations (how it looks or which layer were contained). Then I would like to open the next file but I have to wait a minute until the viewport was processed.

The same when sorting layers in a different order... When just changing the order needs a heavy computation, this is very time consuming.

In a nutshell:
Is there any way to disable computing and viewport updates, when I don't want to wait all the time while opening documents or changing layers?
And it seems also not possible accelerate the viewport render with just making a "region render"?
Many small actions take due to the slowly viewport updates too long for me...

Thanks for reply!

Hi Wes,
I had a look at the 3dsmax plugin, it looks promising.
But: Do you plan also an functionality, to connect exported maps from Substance Painter?
E.g. when a source folder is referenced, that these maps were in the same way properly connected to a vray shader?

Hi Wes, many thanks. It was just a "test", to find out how I can work generally with Substance and Maya...
I'm excited about your announcements for Maya :)
Best, Alex

Dear Wes,

it would be great, to get a feedback:

You can find temporarily the file here under this link, I also have put in the Maya file, where you can see in the Hypershade the Tabs with my connected nodes:

At least I am thinking, that all really must be automated in future. It is a tedious work and a horrible node network, especially if it is after all that work not working ;)
I think the same with exported maps from SP. It is of course possible to do it manually, but it can't be impossible for a company like yours to write a script, that connects them all by default correctly with a new vray material.

Many thanks & cheers,

great,  is there a recommended tutorial to get started, when I am (for time reasons) only interested in this baking topic and nothing else?
thanks again

I have no experience with Substance Designer! (only with Painter)

Is Designer capable to bake a 32bit Displacement map in 8k from imported high and lowpoly?
I am searching through the internet, but finding only half or unspecific answers and long exhausting tutorials with different topics.

Some talk about height or relief, what seems to be similar, but I want to use a displacement in Vray Maya later,
(and don't want to run into weeks of testing).

Thanks for a clear answer from an experienced user!

Hi Denes,
because you for sure know it, another related question:
is it in substance designer possible to bake 8k displacement maps?

Currently I'm looking for a tool doing this.
I'm using also zbrush, but have too often trouble with the baked Displacement results there.
Also happy for any other advise...!

Hi Justaviking,

many thanks, it's helpful to know, but in this case is my problem, that I haven't only one "reference layer", instead a hole bunch from layered materials and painting (also on other parts that were ot in that screenshot).
I need a trick, that gives me in that layer stack the summary of all heights out as a map...

Does anybody know?

Thanks again

Pages: 1 2 [3] 4 5