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Messages - tmammela

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1
New driver today... So it has no updates to this?

2
I ended up resolving this problem by unchecking "average normals" when baking in SP.

3
Substance Painter is a great tool for making renders to TurboSquid, but now that I have a 1070 I'm limited to CPU and it takes forever... And waiting for a month at least for update... Not nice.  :-\

4
Close up of the errors with simple material applied. Strange.  :-\


5
Here is a picture of one piece of a larger model. Both high poly and low poly visible and also UVs. UVs are not final just simple unwrap for testing.



They are triangulated and exported to FBX for testing. I try to bake normals from high poly to low poly with these settings.



Result looks quite nice, BUT there are strange problems in areas where I cannot see why these appear.



Any ideas? There problem is NOT Substance Painter, I also tried XNormal and I get same problem. But I can't see why.

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Substance DesignerSubstance Designer - Discussions - Re: iRay...Nvidia..AMD
 on: November 04, 2015, 06:21:45 pm 
In therm of quality, yes. Iray is a good alternative to Toolbag (it's actually a lot better: real reflections/GI, real DoF...etc). However SD does not provide options such as turntables.


Just want to say that turntable rendering is currently the only thing missing from SD which prevents me to do all rendering in one software. Turntables are very important when making models to sell online. I hope it can be added soon!

EDIT: Also I can't find a way to do wireframe renders.  :o

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No I haven't. I need to support very low end machines so I guess that rules tesselation out.

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Thanks for your explanation. I hope this will change in the future as allegorithmic and unity will hopefully do cooperation... My terrain is quite large (16 square kilometers) so it's not possible to do it as a custom mesh, I would lose all the optimizations that come with using special terrain objects.

9
I'm doing a project that needs to be very small deployment size. I tried to use a substance as a terrain grass texture, but I was unable to select the texture generated by substance in the texture dialog. Am I missing something or is it really impossible to use substances for Unity terrains?  >:(

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Substance PainterSubstance Painter - Feature Requests - Re: CPU engine
 on: August 26, 2015, 05:58:25 pm 
The thing is that for tasks that needs heavily parallel processing (like Substance Painter) a CPU can't really compete with a GPU.
An Allegorithmic dev may answer better than me on this, but I am quite confident that even the best CPU would have hard time handling Substance painter processes (especially particle painting) like a mid range GPU.

Yes, but for final baking CPU option would be useful, because one can work with low resolution 1k or 2k when editing and then output 4k with CPU..!?

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Substance PainterSubstance Painter - Feature Requests - CPU engine
 on: August 24, 2015, 09:44:59 pm 
I think we need CPU engine for Painter. My GPU memory is very limiting and GPU drivers are often unstable. CPU is much more proven and production ready for baking. I could easily have 16 or 32 gigs of ram but GPU with more than 2 gigs will cost too much! Please, at least add CPU option for final export.

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Hi, I'm also unable to use SP in Win 10 and NVidia drivers 355.60, it just keeps crashing all the time. My Painter is 1.4.2 I have not yet updated because Allegorithmic servers are so slow and download takes forever. I hope that a solution will soon be found, this is not good for my work project altough I partly blame myself because it is not unusual to have such problems with fresh OS.  :-\

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