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Messages - Wes McDermott

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16
sorry to open a old post im on this problem atm
how can i export an ior map like the one here from substance properly
most of case its gray and uniform and sometimes its dont even make an ior map when i add one to my project
( i add at the end do i have to bake again with ior added in textures set ? when i bake first times it was without ior on white project )

im student and i dont understand the rules 1/ior or (1/RGB Value) x 255 =  IOR
i make a moment to understand formula and i can’t get what is rgb value for me itS 3 different number or maybe i have to convert the hexadecimal but i feel its not that ...
i see some project where this fresnel ior map improve great the looking of the pictures...

i use maya/vray
thanks and take care

Hi Julien,

What version of Vray are you rendering with? If you are using Vray next, you no longer need the IOR map.

Cheers,
Wes

17
If you could send us the project, we could look at it and see if we can reproduce your issue.

Hi, I've sent you a drive link.
I've also sent it Jerc from polycount forum, but they haven't wrote back.

Hi,

I will reach out to Jeremie and we can take a look at this project file. I received your email with the project files. 

Cheers,
Wes

18
Is there a way to control the colorspace of the export. Currently when we export some sort of gamma correction is happening that is not intended. Can this be control during time of export? I didn't see any settings or even keywords 'gamma, linear, colorspace' in any of the script api searches.

Hi,

Our dev team has been made aware of this issue. I'm sorry I don't have any info to share yet, but wanted to give you a reply.

Cheers,
Wes

19
Hi,

the issue appeared after We upgraded from the Substance Plugin Version 4.24.0.1 to the current version. An upgrade from Unreal 4.23 to 4.24 didn't cause any problems, so it might be related to the plugin itself. We fixed it by downgrading the plugin to 4.24.0.1 from another PC, where we did not install the current version. But I fear the moment, when we upgrade to 4.25...

Hi,

Are you experiencing the same issue as posted above where you are getting a video memory error? We are looking into this problem to see what the cause but the team is needing to find a way to reproduce this. The Substances in your project, are they coming from Substance Source?

I have more information from the dev team.

We are now using UE4's serialization for anything new that is added to the plugin such as utexture2d and material instances. However, we are still needing to do manual serialization of data stored for the Substance object imported. This could cause issues if data was stored differently between versions. We have not been able to completely remove the manual serialization, as it would break some projects across all versions of our plugin. 

The way its working with the 4.24.0.3 update.
Assets created in 4.16 or before will be missing data, these can persist if the project has been updated through versions. The missing data can cause issues with the new 4.24.0.3 plugin since we have to update the objects to be compatible with utexture2d and material instancing changes.

Can you please let us know the following?

1. The version number of UE4 the substance materials were first added to the project. Was it 4.16?
2. How much vram does your GPU have?
3. How big are the substance materials in your project? Do they have embedded or nodes set to (absolute) generate high resolutions such 4K?


Cheers,
Wes

20
Wes McDermott just reached out to me from a request I put in before finding this thread - he gave me an @adobe.com email to send this to. I have done so, and sent him a sample pre-update material.
Can you reach him? No sense getting it going down two paths. I've notified him of this thread's existence.
I am 85% sure they're from Source.

I should also note that the crash happens with only one referenced material in the project - I kinda deleted all the rest as a test. (it was a copy of the project, I just did some destructive testing on it - removing all the materials let it open fine, putting any one back in caused the project to enter the failure mode.)

Hi,

I received your email and was able to get the zip file you sent. I have sent this to our QA team.

Cheers,
Wes

21
Hello,

We are preparing a new build of the UE4 plugin and are looking for power users to join the beta via our Substance Discord Server. If you are interested, please join our discord server here.

https://discordapp.com/invite/010JCPblJTh3d6CXe

Once you have joined, send me a message at Wes McDermott#2383 and I will add the UE4 beta role to your account.

Thanks much,

Wes




 

22
Hi there,

We have been using substance for a long time now, but when we upgraded our Unity version to 2019.3.4f1, our ios builds have been started to crash on scene load which scenes have substance. Do you guys know about this issue? We are using latest version of the substance asset, 2.4.4.

Hi,

We don't have a known issue for this. Can you contact me at the3dninja@adobe.com? We will need to get more info from you on what is causing this issue.

Cheers,
Wes

23
Thanks for the clarification. I'm just glad it wasn't my imagination. I'll change the viewport and normals in my graph to DirectX from now on, for Unity. It would be great if the auto conversion of normals could be mentioned in the Substance for Unity docs, unless it's already there somewhere and I missed it.

Also, having a preference to disable it would be great.
Thanks for the feedback on the docs. I will get that added : ) I have put a ticket in for us to add a preference for normals. I will push to get this in our 2.5 update. We are closing out our 2.4.5 update currently.

Cheers
Wes

24
Thank you very much for the response! Great to know that this is being investigated.

Hi,

The Unity plugin is auto converting from DX normals to OGL. If you have set the normal in Designer to be OGL, then Unity is doing another flip which in this case sets it back to DX. I can ask the devs to add a preference to disable this auto conversion of normals for a future update.

Cheers,
Wes


25
Your 2.4.5 release will support 2019.3, or require 2019.3? I assume that you're not saying that as of 2.4.5, the plugin will no longer support 2018.3?

The new version 2.4.5 will be our official support for HDRP. It uses an API that Unity added in 2019.3 that allows you to properly query the render pipeline asset that is set for the project. However, 2.4.5 will also support 2018.3.14 and higher as well. The HDRP implementation will work as it did in the 2.4.4 plugin for versions previous to 2019.3.

We only set a minimum version for Unity when there has been a major API change in Unity that we support for the plugin. 

Cheers,
Wes

26
Hi,

I want to apologize for the lack of guidance on the supported versions. This is our fault and I take responsibility for this miscommunication. We need to make sure our docs and asset store are updated to reflect the versions we are supporting and this has not been the case. 

The plugin is constantly evolving to keep up with the Unity updates and API changes, so we are needing to set specific versions we support. This is not a Unity issue but something we should be doing correctly as we release content on the asset store.

Here is what we have for official support. For the 2.4.4 plugin (current release on asset store) we support Unity 2018.3.x and higher. We are working on the next asset store release (2.4.5) which will support Unity 2019.3.x and higher.

We have support for specific versions because the plugin relies on API changes in Unity to function properly and to provide a more stable plugin. I apologize that we haven't communicated this information clearly. This is a fail on our part that we will address.

With the upcoming 2.4.5, we have 2019.3 and higher as this relates directly to a new API that unity added to query the HDRP pipeline asset. We need this API to correctly set the plugin mode for when the project is using HDRP pipeline asset. Our official support for HDRP will be with 2019.3 and higher.

I started the update to our docs and when we have 2.4.5 released I will add more info about our official version support for HDRP. We are also going to make sure that legacy packages are not appearing on the asset store.

Thank you for your support and feedback. We will address this issue.

Cheers,
Wes



27
Hi, im new to Substance and would love to learn more. My focus is downloading from Substance Source and using in 3d Max + Vray.

My issue is the textures are tiling like crazy and no matter what settings i change in the Material Slate Editor / Substance settings nothing will change. If i play around with too many settings, the texture just disappears or will give me a render time of 5 hours, after the first render took 3 minutes.

Ive attached screen shots, would love some help!!

Thank you

Lee  :) :) :)

Hi Lee,

I'm sorry but I don't see the screen shots attached. The tiling should be set on the texture coordinate in 3ds max. Some substances may have a tiling parameter as well however its best to set the texture coordinate as you normally would in max.

Cheers,
wes

28
Second problem (step 04-02)

1/ When I want export in sbsar I got this error

2/ The sbsar we just make can not be imported in UE4.
On the last video, they use a dirt_ground_INSTA. But without explanation of how to do it and import it inside UE4.
I would like to know if there is an other tutorial video about that.

Thank you

Hi,

This publish error is mentioning that you have some missing dependencies. This can happen if you imported a graph into another graph, but then changed the location of that original imported graph. Do you import any sbsar or sbs files and you them in the graph you are trying to export?

Cheers,
WEs

29
Hi,

That does seem strange. You should be getting very similar results and it sounds like you have this setup correct. Are you using Maya's default color management?

Cheers,
Wes

30
Hi, the Substance in 3ds Max plugin (2.3.1) remains almost completely unusable for customers that have paid for access to Substance tools and associated assets for use in external DCC applications and renderers.

These issues have persisted for over six months and are well documented on the forums. Something significant must be done to address these issues and to offer compensation to customers that have repeatedly paid for a service that does not function as advertised.

This situation requires urgent attention can cannot be ignored. I look forward to your immediate response in hopes that the situation does not escalate beyond its already harmful state to the user base.

Hi,

I am very sorry for these issues you are experiencing with the plugin. I will speak to our Integrations Product managers to see what we need to do to solve this issue.

As Galen mentioned, it’s a complex problem that involves us working 3ds max dev team as well. I don’t mean to pass blame or make light of the situation. However, I want to give you the most information I can. For the plugin to work, we are needing to do a lot of dynamic processes and we are having to create work arounds to some of the core processes of how max is working. We are working on this but it takes a lot of time as it unfortunately involves several teams.

I will ask our management team to monitor this thread as well. Please feel free to contact me on this directly.

Cheers,
Wes

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