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Topics - BorisOkunskiy

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Hello,

I've uploaded this graph a week ago: https://share.substance3d.com/libraries/6616 — but it is still pending staff approval.

Is there anyone on the other side who is receiving the notifications? In general, what does the process look like? What do you check? Is there a quality gate?


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Specs: MacBook Pro (Retina, 15-inch, Mid 2015), 2,5 GHz Intel Core i7 16 GB 1600 MHz DDR3 AMD Radeon R9 M370X 2 GB Intel Iris Pro 1536 MB


I've read similar posts, e.g. https://forum.substance3d.com/index.php?topic=26835.0 that suggest that "Updating Library..." should be run once and for good.

However, I've left it running overnight, tried reinstalling, removing local user files, etc — none of these work. Just starting a new empty graph, pressing space and trying to type triggers "Updating Library" and renders the whole machine completely frozen (I/O must be OS-level synchronous or similar since I can't even switch to another app during this frustrating process). In any case, once the first "wave" adding new node results in a similar issue — and no, it doesn't seem like it's updating anything in background judging from Activity Monitor.

Please help!

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Hi everyone,

Noob question here: is it possible to use PBR materials with simple directional lighting and no HDRI?

So far I wasn't able to get past a very simple test case. Scene is lit by a single directional light and plain color ambient light (no skybox, no GI). All objects have same Standard shader. Identical results are achieved by using either Gamma or Linear space.

Please see the screenshot which illustrates the issue: https://drive.google.com/open?id=1M6_axQhohccEye19nIMqW5c4d6GSFJBZ

I start rotating the light around Y and observe something strange: objects without SD maps are lit "correctly" (see front face of the cube in top row), whereas those with SD maps become significantly darker when lit from one of the sides.
Same also happens with a simple plane: if you start rotating it around Y, material goes from well-lit to extremely dark, even though the light always remains at the same angle, which kinda resembles the polarized glass.

Now question is: is this an expected behavior? And can I use PBR textures with Standard Unity shader, or should I consider choosing something else? (I can't use HDR for lighting in this project).

Disclaimer: I'm not entirely sure I'm doing everything right, so please forgive me if this question is actually stupid.

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