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Messages - Boyhasnoname

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1
SubstanceSubstance - Purchases & Licenses - Upgrade License?
 on: February 15, 2021, 12:29:23 pm 
Does the license upgrade from a perpetual license means only I get a discount for the subscription, or does it revoke my perpetual license as well (a.k.a. Autodesk-move)?

2
SubstanceSubstance - Purchases & Licenses - Re: Can't download a trial
 on: February 15, 2021, 12:24:15 pm 
same here.
Individual links in the My licenses work normally, but the one you get from here https://www.substance3d.com/download/ is missing.

4
Thanks, but I wasn't asking how to export smaller models from a given DCC. The question is, if there's any control over the glTF export settings within Painter

5
Since I have the exact same problem with 3ds Max, I'll just bump this thread.
the only exporter for 3ds max, which is Babylon, messes up a lot of things when exporting materials, so I would definitely prefer to export directly from Substance Painter, but there seems no option to control the scale. Other then exporting at 0.01x scale and redoing the work?

6
Thank you Wes for the guide.
I will try to post results, if anything of value comes out of it. In general I think the procedural nature of substances is perfect for creating synthetic data for machine learning.
For example a friend of mine used the automation toolkit and substances to generate a dataset for a neural network to predict the BRDF of scanned materials.

7
Hello,

I want to use substance materials to generate a dataset for machine learning and I'm looking for some guidelines on using substance at runtime, accessing the parameters and so on. I would also need a separate 'channel output' for different parts of the material.

I need 'mask' for individual 'objects' for semantic segmentation and for separate meshes it's a matter of using layers for example, but here I would have a single mesh with randomly distributed 'patches' - imagine a vent on a wall, or a window that would be placed differently in each frame and I would need to have a mask for that window/vent as well. So far I came up with a solution to have two materials from substance designer - one that would produce the 'beauty pass" and the other that would use the same noise/random seed values to just get a mask output. But this means I have to create everything from scratch in Designer and won't be able to use anything produced in Alchemist or materials from Source as I don't have access to the underlying values (unless I'm mistaken and there's a way to reverse engineer those assets).

8
The sbsar file, when imported to Unity, creates a material and textures as sub-assets in the Project window, but the main file should have a Navigation portion, in the Inspector. There you should have Substance, Graph, Material (the Unity material) and all the generated texture outputs.

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Substance PainterSubstance Painter - Discussions - Re: Making feathers
 on: March 02, 2019, 01:38:11 pm 
Those are great finds, thanks!
I've tried baking a tileable feather maps from 3Ds Max (color + depth) and putting them all together in Designer and later using that material in Painter, but the results weren't that great.

So far the best results I had were with 'stamps' and painting the feathers. But I need to create a few different brushes/tools for that.

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Substance PainterSubstance Painter - Discussions - Making feathers
 on: February 28, 2019, 05:12:49 pm 
Hello,

I'm working right now on something that is completely out of my comfort zone - a stylised character (I usually work on realistic props and environments). To make matters worst it's a bird with feathers ...

I thought initially I'll just use a bit of projection in Substance Painter with bird photos for basic color and use a few poly strips with alpha to give the final look a little bit of puff. But the results were horrible.
First of all the optics and reflections of feathers is a bit complicated and since my final platform is Unity I was hoping to use a simple roughness/metal setup, but I don't think it's doable without a custom shader. Second with VR in mind I can't throw too many objects with transparency, as this would kill any graphics card at 90fps on several skinned meshes.



Any suggestion how to approach this? There's hardly any info about doing feathered characters in games.

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