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 - t.leszczynski

Pages: 1 [2] 3
16
Right click on the graph in SD and add new node - Color or Grayscale input. Name it however you like and use it instead of your bitmap in the graph. It will be exposed in substance compatible software.

17
Did you try using the 3.2.3 version of Substance Player ? I had a couple of random library errors on my substances prior to upgrading the player.

Btw. It isn't available to download from Allegorithmic web page. It was bundled with newest B2M, go to the "\[install dir]\Filters\Bitmap2Material 2\setup" if you have it.
I don't know if I can post it here (the Player I mean :) ) - regardless that I don't know why it wasn't updated.

18
I use similar workflow in modo.
Try having fun with this if you haven't heard about it yet:
http://forums.luxology.com/topic.aspx?f=37&t=41509

Using a cage for bakes have few advantages over uniform distance calc for raycasts, generally I find it less problematic when it comes to end results. And if something is bad, it is 99% chance it's my own fault :D

19
Close enough, I'm trying to be a Wizzard ;)

By the way are you baking your normals using a cage ?
How your cage is shaped also can have impact on the bakes - this always gives me headaches on mapping cyllindrical based meshes or parts.

20
Like very much  ;D

21
I had similar artifacts introduced in AO and curvature baked inside SD sometimes but it all just came to how the normal map (tangent) was looking / how lp model was made.
The problem was solved by baking in SD by (either or combination of) :
- using xNormal world space normal map, with disabled seams for curvature
- applying smoothing groups to problematic mesh parts or just one group to whole mesh
- for more complex meshes - exploding the mesh before generating xNormal normal map

For me your curvature looks like the lp model UVs are bleeding in.

22
In the 3D View:
shift + LMB - move the light
shift + RMB + move mouse up/down - scale the light
LMB - rotate the model
MMB - move the model
RMB - scale the model

23
Thanks for a solution :) I bookmarked this next to "Learn the FXMaps" on my todo list.

24
I have two main questions:

1. Will batching tools will be able to bake hp->lp normal maps as well ?

Currently I'm using xNormal command line and custom python script to automate baking maps and connecting them to proper substances using batching tools. Can't think of doing that thing manually  ;D

2. How is the "bounding box" with the distance set - as a cage based on lp mesh or just a box ?

I often don't have time to twiddle with the setting for raycasts (or box) in xNormal, so baking a map with a cage (which is a mesh pushed a bit along each vertex normal) really speeds things up and guarantees so far the best result. What solution did you guys come up with ? Would I have to tweak the distance settings for each mesh ? That would be really time consuming and will break efficient pipeline. Or did you guys came up with a better solution which would give me good looking maps without any strangeness ?

I think you're doing a great job :) I'm eager to see and test this feature for myself after 3.5 will be up.

25
For the learning materials try the VTC tutorial by Jason Maranto. It has ca. 80min on the subject of FXMaps.
Sorry I can't help you with your problem - I didn't dive into FXMaps yet.

26
Substance Integrations - Unity - Re: Substance in mobile
 on: March 14, 2013, 10:07:02 pm 
Thank you.

27
Substance Integrations - Unity - Re: Substance in mobile
 on: March 14, 2013, 03:53:20 pm 
http://en.wikipedia.org/wiki/ARM_architecture#Advanced_SIMD_.28NEON.29
A compiled list of supported devices would come in handy - anybody know where t find it ?

28
Quick question:

Are the speed improvements independent of previously cooked sbsar substances ?

Just want to know if I would have to rebake all the substances again (which in itself is just a small pain, thanks to your batchtools :) )

thanks

29
Yes, I'm using Win7 x64.
After checking the log after publishing substance in Designer "\Users\[you_username]\AppData\Local\Allegorithmic\Substance\log.txt" it looks like the substances are cooked in it with fixed max output size of 12 (4096px).
I don't know if that's a feature or a bug. The value for "Cooking size limit" in Preferences/Advanced is valid only for substance size inside Designer.

Try using the sbscooker with higher max output size, it's the "--size-limit" argument and check your own substance designer log, maybe it will help. Or maybe sbsrender ignores that setting, I don't know - I was using batchtools for cooking & rendering from start with size set to 13.

I'm running out of ideas :P
Maybe you should make/upload any texture you're having a problem with, for other person with batchtools to check.
I can try rendering it on Win if you decide on that option.

30
What you say it's true. But in my case it wasn't a bad thing - after passing the annoyed stage I dived deeper into substance and had some fun creating my own version of cymourai ;)

Pages: 1 [2] 3