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Messages - seith

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Oh my. I was really afraid of this. So there's still no way to horizontally (or vertically) flip a mask/layer in Painter. That is mind-boggling. I'll have to speak directly to the devs. Thanks Volker.

After talking to them it seems that indeed there's no way to do this. What probably happens (seeing as this is a fairly basic requirement) is people create a special filter in Substance Designer and then import it in Painter. So that's probably what I'll have to do. I politely suggested to them that this should probably be part of the default filters.

(Also, they confirm the Mirror and Transform filters cannot mirror/flip a mask/layer, so that's that...)

Hi, how can I flip a mask (or a layer) horizontally? I understand it's a very basic thing to do but I can't seem to find a way...  :-[

(Please note I'm not talking about the Symmetry option that must be active while painting. I'm talking about transforming an existing layer/mask)

I've tried adding a Mirror filter to the mask (Mirror Axis X) but it doesn't work (the mask just turns black).

I've also tried a Transform filter but that doesn't let you flip something, just proportionally scale or rotate it. No flipping.

Substance PainterSubstance Painter - Technical Support - Re: UV bug?
 on: March 27, 2020, 10:48:14 am 
Alright, addressing my own issue here, hoping it might be helpful to someone else in the future...

Turns out that when you paint on the 2D (UV) view, the alignment of the paint brush is not set properly by default. In other word when you paint in the UV view, Painter still thinks you're painting in the 3D view (yeah, I don't know why either). So you need to manually change the brush alignment from "Tangent | Wrap" to "UV", like so:

I will also add that the Symmetry setting still yields incoherent results; it erroneously paints on some parts that shouldn't be affected, even on a perfectly symmetrical UV layout. But that's another issue I suppose.

Substance PainterSubstance Painter - Technical Support - [SOLVED] UV bug?
 on: March 27, 2020, 10:25:08 am 
I think I might have stumbled upon a really big bug here. But it's so big that I can only hope it's me who's doing something profoundly stupid.

Basically when I paint one part of the model, another part is getting affected as well. Now I made sure of course that there are no overlapping UVs whatsoever and only one texture set in Painter.

And still, when I paint on the eyeball (lower right on the picture) the eyelids get painted over (upper left):

That could point to a rather drastic corruption of the file. But again, it would mean my work is lost because Painter is getting confused with the UVs. Which would not be good at all. So here's to hoping I'm the one who's confused...

Hi guys, I don't really know how to put it but... curvature blending does not work at all in the first release (2019.1.0). Whether it's set to Edge or Cavity, it just has no effects. In the beta it was working perfectly; Edge was affecting the edges, Cavity affected the recesses.

But currently only de default Height blend works as expected. Curvature Sobel, Classic, Smooth, none of them make any difference.

Could you please have a look at this? Cheers...

Yes, there was a Dirt layer in the stack. I hope you'll get to fix that one soon, because as I was saying it's an oldie. And the Dirt layer is a great way to visually tie layers together, so it's quite useful!

Great news, thanks Baptiste!

We're working for a few weeks on a prototype to transfer data from 0.8.1 to 2019.1.
To be fully transparent with you, here are the results and the limitations we found:

We succeeded to transfer the layer structure and images used in Import Image(s) Layers.

Here are the limitations we found (this list is not exhaustive):
- We can't transfer parameters of the Blend filter
- We can't recreate layers stack that contains custom filters
- We can't recreate layers stack that contains another layer stack as a single layer
- We loose the painted mask of the Clone Patch filter

What do you think about this level of data transfer and the limitations we found?

Thanks for your reply, Baptiste. I can only speak for myself of course, but that sounds quite acceptable to me (I never used custom filters, never used a layer stack as a single layer and only rarely used the clone patch filter). Assuming by "layer stack" you don't mean an existing sbrar file (because, well, materials all usually made of substance files).

Having to re-tweak the blends is kind of expected at this point. The most important thing would be to be able to get back all the layers (minus the exceptions you mentioned) pointing to the correct sbrar files that were used during the material creation. To me that's the most important thing: being able to get back all the ingredients of the original recipe, fully understanding that I'll have to "cook" them again.

Substance Alchemist - Discussions - "Play Tiling" Feature
 on: November 15, 2019, 05:20:29 pm 
This is just a feedback about the new "feature" in the Tiling section. The fact that as you move your mouse cursor to click on the slider handle...

... At the last second it turns into this:

... And as you click you now have lost control over what's happening with the slider as it automatically scrolls to the right.

In other words, moving a UI element just as the user is about to click on it isn't really a desirable behaviour and is as best annoying, at worst quite disruptive to the workflow.

I would please urge you move the "play" button away from the slider handle itself so that it remains there as you click on it.

People would be happy with something that takes in their old materials, creates new materials in the release version with the layers and filters they previously used, and sets the same values for the exposed parameters.  For some people we're taking about hundreds of hours of rework this could prevent.

I've lead software development teams doing data extraction, transformation, and analysis in the financial and healthcare space for years, so I really do get it.  I can't stop analyzing patient data from 15 years ago, despite the fact that healthcare data architectures are reinvented every couple of years.  I can't discard account information if a client is moving from relational to object databases.

Migrating to a new schema or model can be complex, but it is RARELY impossible.  We can see the v1 and v2 data models (or rather, infer) through the material JSON.  This is not one of the cases where transformation is impossible.

If you need the data, regardless of what model it was previously in, you build a transformation.  If you don't, it's either a matter of time or money.

I hear what you say, Christopher. I've directed animation on several movies and I know what production's like. This is most definitely a matter of time AND money. It all comes down to someone in management having to decide that this was not a priority. The devs at Allegorithmic (yes, "Adobe") are not crazy. They didn't choose to give long-time users the finger. They likely knew this would not fly and yet they had to do it. And THAT's perhaps the most worrying part.

The leaders and developers of Alchemist are brilliant people, they've proved it. There's no way they would have misjudged the situation to such an extent. This looks a lot like a case of rushed release (I speak from experience).

All I can say is I've been playing with Alchemist 2019.1 and I can make the application crash at will (I've posted the bug report in the support forum), I've seen some of the beta issues are still present and you still cannot rename a collection once you created it. I mean... this is quite telling.

The way I understand it, Alchemist is still in beta but had to be released to coincide with whatever calendar was decided. It's still an amazing app and the Substance ecosystem remains excellent. I really want the best for Alchemist and the Substance team, so I hope this gets sorted out eventually.

In order to reproduce the crash, just load a material (in Create mode), then go to the tessellation setting. Highlight the Displacement Amplitude like so:

Then simply type .1 (to change the value to 0.1) from the keyboard numpad. As soon as the period key is pressed the application freezes and crashes to the desktop a few seconds later.

I hereby join the log file from ...\AppData\Roaming\Allegorithmic\Substance Alchemist (I hope that's the correct one).

Hi guys, there's an issue with Tiling and Shadows (set to intensive) in the Create tab:

If I recall correctly that issue has existed since the early betas. I'm on Windows 10 64bit, Alchemist 2019.1.0 Sesame on a Geforce 1080 using the latest (441.12) nvidia drivers.

Please note that using the Dirt filter with tiling set to anything beyond 1/1 also results in a similar issue.

Additionally adjusting the tessellation intensity while the shadows are still resolving can result in a crash.

Hi Alchemist devs,

While I totally understand that you want to start anew, wipe the slate clean, etc. I also hope you do realize that (as Christopher pointed out) by not providing a simple way to convert existing collections to the new format you are in fact punishing all of your early adopters and supporters.

Don't get me wrong, what you did by releasing the first out-of-beta version is fantastic! However it's only half the work; the second half being providing a way (a patch, anything) for people who spent months creating materials to be able to get them back in the final version of the application (however imperfect that conversion might be).

Again, I would be shocked if you guys knew about that situation yet chose to ignore it. I mean you would stand to lose a lot of good will in the community; surely you must realize that, right?


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