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Messages - teknoart.gb

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31
Substance Integrations - MODO - Re: MODO 801 Plugin Open Beta
 on: November 25, 2014, 11:44:11 pm 
I'm on Windows 7.

Changing the colourspace on the original image? Is that through Photoshop or whatever?

Some of the other images I've tried are from a Nikon that afaik is set to sRGB, still show that darker intensity on conversion, as the one I included, even in the original out of camera condition.
nb. they are not "raw" or other full bore format files, still jpg, but I did expect they'd be set to sRGB colourspace.
Given that for some I'll have to "convert" the images, how would you do that?
Any tips appreciated, Thx!


32
Substance Integrations - MODO - Re: MODO 801 Plugin Open Beta
 on: November 24, 2014, 11:14:51 pm 
Hey Wes, I've had a bit more of a playaround with this. Certainly you cannot access Image Still field in modo. I can't remember if the previous versions of the plugin did or did not...
Anyway, I've sent you a zip file of a lxo I've been using to test and a pic showing various permutations of 24 bit/ 32 bit exr, tif and a tweak field color_output_gamma which does affect the rendition of the image as a substance, But I've no idea of what it does.. or what is correct practice in this instance. It seems to correspond to a setting in B2Mv3 of either sRGB (2.2) or RGB (1.0) don't know.
Cheers!

Thanks Gary! I just added a new version of the plugin. We are having an issue with color input and it changing the color space. I will check your scene.

Cheers,

Wes

Hi, just a FYI. The above was correct at the time, but I didn't know that there was a later version of B2M v3. (3.0.2 build 14714, I was using 3.0.0 build 14418.)
The field I mention, color_output_gamma and setting it to 1, with build 14714 appears to darken the image instead of lighten it as it did in 14418.  Changing the color_input_gamma field to 1 seems to be the only "control" that will do what seems to me to be a gamma correction to sRGB or similar.
(That is, the generated diffuse image in the clip browser seems to be about the same intensity as the original image used as a main input.)

EDIT   ... only "control" that will do what seems to me to be a gamma correction to sRGB or similar...

This is based on how it appears in modo. I can't say that it actually is sRGB, as looking at the values and settings in B2M v3 standalone, it seems to conflict with what I mention. But going by the visual display it is the right kind of intensity.

END EDIT.

33
Substance Integrations - MODO - Re: MODO 801 Plugin Open Beta
 on: November 22, 2014, 11:16:52 pm 
I wanted to try out the GPU engine in substances for modo.
It doesn't seem to be working.
I can switch to the GPU option, reboot modo, get the ability to select 4096x4096 as a size for textures, but trying to generate anything from B2M3 inside modo gives "blank" image maps.. and afaik they are not 4096x4096. Modo reports them as 1024 x 1024... (I haven't tried to bake them out to seem if it's just a display issue, but the preview renderer just show white textures.)
Using a stock sbsar... roofing_002.sbsar also gives the same..  the resultant texture on the mesh is "blank", nothing renderable, although there are colours in the substance setup swatches no procedural detail, or displacement/bump surface shading is present.
(I have selected outputs that I want ie. diffuse, normal etc..)
Doing the same thing with a CPU engine is fine.. roofing_002.sbsar and stone_01.sbsar gives exactly what you'd expect.
The resultant image maps are variable from 32x32 to 2048x2048. The sizes are reflected in modo and the resolution visible changes as you'd expect.

Cheers
Gary

34
Substance Integrations - MODO - Re: MODO 801 Plugin Open Beta
 on: November 21, 2014, 06:38:25 am 
Hey Wes, I've had a bit more of a playaround with this. Certainly you cannot access Image Still field in modo. I can't remember if the previous versions of the plugin did or did not...
Anyway, I've sent you a zip file of a lxo I've been using to test and a pic showing various permutations of 24 bit/ 32 bit exr, tif and a tweak field color_output_gamma which does affect the rendition of the image as a substance, But I've no idea of what it does.. or what is correct practice in this instance. It seems to correspond to a setting in B2Mv3 of either sRGB (2.2) or RGB (1.0) don't know.
Cheers!

35
Substance Integrations - MODO - Re: MODO 801 Plugin Open Beta
 on: November 17, 2014, 12:28:21 am 
Yay! :D
Some really good fixes with build 99. Image maps can be loaded in from clip browser nicely.

One thing that may, or may not be a bug.. Using the plugin with B2Mv3 sbsar.
When I've loaded the image in and generated the maps... It seems that either intentionally, or due to a fault?, the plugin is hiding the Image Still option of a modo image map, ie the colour space correction field.
I could not apply OCIO to the diffuse image map generated by the plugin. (as per going to image still field in modo.)
I created an additional material for a basic cylinder and added an image map, no substance material, no problems, image still field was there and allowed sRGB etc..
I'll try to test this further as its the very first time I've booted the plugin up.
Thanks for the fixes.

Cheers!
Gary B.

36
Just sent an email Wes, re that AO issue.

37
Hi Wes,
the comment "...still cannot load the first image..." is for using the B2M plugin in modo with Bitmap2Material_3.sbsar loaded.


....."Is this for using Bitmap2Material? The B2M input hasn't been fixed yet, but custom image should work with other custom substance inputs."......
I was just testing this as I type now and there seems also to be another issue with the grunge input fields.
It may be wrong thing, file format wise to do, but just thought I'd try to load an image into the grunge input field. It loaded, (didnt worry about what effect it had, just wanted to see if it loaded with one image in the clip browser) but... it would not go back to "none", ie I could not select none as the grunge input again. Had to delete the substance and re-assign a substance to clear it.


....."I just noticed this as well, but its only if the I used a custom image input from the clip browser. Where are you experiencing this issue?".....
Well, it's when I've loaded the b2m v3 sbsar into the plugin, and loaded an image (from the clip browser) into the main input field, clicked the outputs I want... diffuse,normal etc..


...."Can you post a screen shot of what this is doing? Are you using a custom substance or stock substance? ".....
It is with a custom substance... that is I, assign an image to the main input and select ambient occlusion as an output,(amongst others). Refer pic attached... (its a mish-mash of a few screen shots, as I couldn't get all the info onscreen at the same time.. but it shows the fields and the outputs selected.)

Thanks for the reply, good to know that some are known issues and not totally due to noob-error.. :-)
I've also been running B2M v3 standalone in tandem whilst i work in modo, to get a better handle on the fields what they do and how they work...

Cheers!
Gary B.

ps... apols of this is a double post, I seemed to have timed out and had to redo the post... pls delete dupe copy thx!

38
Hi, I'm still having really variable success with the beta build 91 modo plugin.

Still cannot load the first, or only image in the clip browser to the main input field. (didn't see it in the fix log, so maybe not yet fixed, no biggie).

Some of the generated maps seem to be either very dark (diffuse particularly), or neutral grey or black (null? or not "seeing" the texture contrast of the map.) 
 
When I generate a normal map, it is put against the bump effect in modo, not the normal effect.

With a displacement output enabled in the plugin (and the resultant map in modo), clicking on and off visibility for any other layer effect (bump, amb occ, diffuse etc..) it "intensifies/expands" the displayed displacement in the OpenGL viewport.
Using F8 preview render it is not actually happening, but it's visually off-putting. Toggling off displacement and toggling it back on seems to correct the OGL display.

The ambient occlusion map, is put against a layer mask in the shader tree effects. Is that normal and if so how do you "adjust" its effects?

Also can i get a bit more clarification on how to use the plugin.
Currently what I do,
 is to assign a material to a mesh
 add a substance via texture menu
 goto substance props and bottom of substance tweaks (if thats the right term) and click the fields (channels?) I want, eg diffuse, bump, normal, AO, specularity.... etc
assign a main input (given that I've populated the clip browser with a few images)
click the outputs I want.. again diffuse, spec, bump, normal etc...

Question...
1. Do the outputs have to correspond to the channels selected and if you did select an additional output other that that in the preceding tweaks area... will it only generate a neutral or black map?
2. If I select more tweak channels than outputs required is that an issue.
3. The bump intensity seems weak, how/what tweak is used to edit this.. relief?.
 and what are the 3 relief_balance channels/tweaks... for that matter, what are all of them eg relief_pinch?

Apologies for some of the "simple" questions as I haven't invested a lot of time into learning all of B2M3, so am not as familiar as perhaps I should be with all the field identifiers and the corresponding modo nomenclature..

Cheers!


39
just a fyi...
having a lot of difficulty reporting this as a bug, it's failed to report as a bug twice atm. So pls perhaps just use the post info above..

40
Hi, I've a bit of an issue with following the basics to get the B2M plug to work as I think it should.
Using Windows 7pro modo 801 sp2.
Following the vid from Wes. (at least as I remember it..)
make a cube mesh. select polys and make material, call it "box" goto textures and create substance.
all good to this stage..
(I've loaded a few "std" sbsar's to check, all seem to work fine..)
Load B2M.sbsar.
load an image in the clip browser.
goto substance props and the flyout menu (chevrons at bottom of tweaks)
try and load the image into bitmap diffuse..
it WILL NOT load.. keeps just going back to none.
** If I load more than one image in the clip browser, then it seems to be able to select an image for map creation.
I click the outputs I want, ie diffuse, bump, normal, and B2M will create them. refer pic.
So it does work, but for me it will not work if there is ONLY one image in the clip browser.
Actually, as I was testing this whilst typing, the fault  seems not to be due to "one image", but the FIRST image.
If I delete all image maps and the substance, (Images are still in the clip browser) and try to use the first image, it does not allow selection, until you select the second or third image, then it will allow you to go back and select the first image. refer pic.

I'm going to reoprt this as a bug as I'd be pretty sure it should work just with one image in the clip browser.
I've also had (I think) the same issue with using B2M v3.
Afaik, you need to load the image into tweaks main input? If so, it does the same thing as b2m v2, it will not accept the first image, until you've tried a few others and had a successful load of, say the third image or whatever. After that it will load the first image and when you click the outputs you want, it generates the resultant maps.. (I'm only doing diffuse, normal etc as I don't know enough re PBR outputs atm).

Cheers!
Gary B.



41
Hi, good to see an 801 substance plugin.
I've had some mixed success with it. I'm just downloading that video, haven't watched it yet, but atm .. is the only way to load a substance via the textures menu? I've tried loading via the shader tree... add layer, other substance, but there must be an issue as the substance props tag shows substance.parametersasformcontrols and you cannot load an sbsar. If you use menu, texture, substance, substance create, the props tag show load sbsar and it works (most of the time... ) I've had this crash modo using the make_it_a_parquet.sbsar and bitmap2material_2.sbsar. ie trying to see if b2m works inside modo 801. Modo has not crashed loading asphalt, wood, shutter and old painted planks sbsar's.

I've also had a few issues with the loading of substances and the mat not updating in the OGl and the f8 preview window. (I'll test a bit more before I post further on that..)

Cheers!

ps.. ok  I've just seen the "report a bug" tag fly out on the browser window, do you want bugs for the beta posted there, or here?

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