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Messages - jellyk

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simple steps...
in a function:

create 32f graph
add a function
add integer value -1
cast to float
check output - you get 4,294,967,296 not -1.0f

this is on:
version 2021.1.2
dx11 and cpu engine
rtx 3080 (465.89)
amd 5950x

i can work around it, but it smells like a bug

That makes a lot of sense. 

Thanks for listing off the options.

add this to an empty function on the transform2D nodes' matrix transform parameter

you'll need to add a scale parameter to the parent graph obviously and you'll lose the ability to shear and rotate unless you're prepared to do a lot of sums

This stuff is a problem and the only really good way to deal with it is to write code using the automation toolkit

If you need to recover a package from version control then the best strategy is to rename the newer file, grab the previous version and then reimplement your changes.

and in general:
You can avoid a lot of problems by simply not putting too much in each package and trying to keep your dependencies
flowing towards the root of your library.
Don't link from leaf to leaf of your library tree - if something is useful enough to be utilised by more than one package, it is useful enough to be copied out and moved towards the root

Hi Luca

I've attached an example to the post

to repro just change a parameter on the isometric_grid node after switching engine - it'll do something strange.

for me this one just renders the wrong colours but the exact artefacting seems to be fairly random

in the isometric_grid node, I have left some transform nodes detached that force the inputs to c16  - reconnecting these will solve the problem on the dx11 engine


The attached image shows my fx-map rendered using the DX11 engine on the left and the SSE engine on the right

There are clear issues here using the the DX11 engine - it's outputting Nans in some transparent areas and the transforms applied to the input image in a previous node are destroyed. The fx-map is using alpha blend for masking and is a single quadrant piped into an iterator

The artefacts appear to be connected to passing graphs that output floating point values into fx-maps.
I don't believe this to be a memory/resource issue and I don't think it's a necessarily a driver issue  as I'm seeing the same artefacts across two very different machines. 

Both machines have the latest version of Designer (2021.1.2), windows updates and so on.

they are..
amd laptop, integrated gpu (3200G iirc) 8gb ram (unknown driver version, not that old though)
amd 5950x, rtx 3080, 64gb ram (nvidia driver version 461.92)

I can work around this issue but it's nasty - I think we need proper support for floating point inputs in fx-maps

if you want to use them in 2d simply plug two gradients into an rgba merge node to create a position map
horizontal into red
vertical into green
uniform color (set to black) into blue
white into alpha

You can manipulate the resulting position map to change the way the noise behaves and produce some pretty cool effects
If you manipulate the value of the blue channel it will move you through the noise in the z-axis - this is a nice way to generate volumetric effects or to control variation

Substance PainterSubstance Painter - Discussions - Re: Tension maps
 on: August 13, 2020, 12:32:50 pm 
Can you explain what a tension map is and what information it contains?  I can think of several possibilities - some of which are not possible withing substance designer or painter

if you're referring to intensity of deformation then not really,  painter/designer know nothing about your mesh - they only have access to what is available in baked maps.

You could probably derive the information from curvature maps if you baked one for every pose you're interested in but i suspect it'd be a bit rubbish

I have a similar issue with normal_to_height_hq when the parent graph output format is  32f - it works fine when not a floating point graph.

 perhaps that's worth looking into?

As per title ?
I can't see anything in the docs but I'm tired so I might have missed something.

failing that, is there a way to force all projects to use specific settings via some other means (even if it's super hacky)


I actually want to launch or reload a plugin from the remote scripting interface. 

is this possible?

That did it!

Thanks so much for that.  you've saved me a couple of days  there

I've taken to launching python scripts to handle anything like that.

Thanks for responding but that doesn't appear to work unless I'm really misunderstanding the structure of the document
Sorry -  I should have expanded on the various silly ways I mentioned in the original post..

The dump from alg.mapexport.documentStructure()   looks a bit like this...
I've changed the textureset name for secrecy purposes and trimmed out the layer stuff because there's a lot of it

Code: [Select]
  "materials": [
      "name": "TextureSet_Name",
      "selected": true,
      "stacks": [
          "channels": [
          "layers": [
             **** removed stuff*******
          "name": "Base",
          "selected": false

if I use this form for stackPath
["TextureSet_Name", "Base"]
it fails like this (note the extra  /  on the end of the texture set name)
[Script] qrc:/js/mapexport.js:226: ExportError: Invalid data path, the stack 'TextureSet_Name/' can't be found in the document

If I use this form
[Script] qrc:/js/mapexport.js:226: ExportError: Invalid data path, the texture set 'Base' can't be found in the document

and this..
["Base", "TextureSet_Name"]
[Script] qrc:/js/mapexport.js:226: ExportError: Invalid data path, the texture set 'Base' can't be found in the document

The second two make sense - there is no textureSet called "Base"

The first makes no sense - why is it looking for a stack called "TextureSet_Name" when in the other examples it is looking for a textureSet name in the same space?

Am I missing something obvious here?


This code (Assuming I copy/pasted it over right) works fine on a non layered shader.

Code: [Select]
var stackPath = alg.texturesets.getActiveTextureSet()
alg.mapexport.exportDocumentMaps(presetName, exportPath, "png", {resolution:[1024,1024]}, stackPath)

If I run it on a layered shader using 2d View as a preset it fails to resolve stackPath (fails on texture set and stack name in various silly ways).

If I omit the stackPath the results are fine but I get an output image for every stack - in this case I end up exporting 16 images which takes ages and is therefore bad

This is the case on my custom shaders and on the supplied layered shader.

I need to use the 2d View preset as it is the only one available that supports direct output from the shader. I need to bake various outputs from the shader down to flat maps. 
I should add that this all works perfectly when the steps are exectuted manually via the export textures dialog but that's not a viable option due to the volume of assets that need processing.

Any suggestions?

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