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Messages - Wes McDermott

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4876
Using the browser tool in not really an option. When opening a substance, you just see its file name, e.g., bricks_004.sbsar. If I go to the online browser and search for 'bricks_004', no matches are found. If I search for 'bricks' 29 matches are found, bricks_004 is listed under "Colored and decorative bricks".

However, this is only moderately better than having to use the viewer. Here, I can get back a list of bricks. However, it is difficult to figure out which are relevant, as I own bricks 4, 5, 9, 15, 20, 21, 26, 32, and 34.

All the makes it very expensive in terms of time to browse and select a substance.

I think that is a very good point. I'll will be sure to pass this on to the team. There really needs to be a good method for browsing substances.

Cheers,

Wes

4877
Thanks very much Wes. I look forward to seeing them when you are finished. You can never have enough tutorials, especially for new pipelines. Thanks!

You're most welcome. Yes, I totally agree, the more the merrier.

Cheers,

Wes

4878
Hey, I just learned about the Substances in Modo and am trying to incorporate it in my workflow. What I'm trying to do is to export my diffuse, normal, disp., etc., maps out of Modo but I have been looking and searching online and cannot find a proper way to do it so far. I already have my substances applied to my model, but I can't seem to export those details to a .tga or .jpeg or anything like that, and there is an extreme lack of tutorials online right now as to how to go about it. Can anyone help me out or point me in the right direction? Thanks.

Hello,

On the properties panel for the Substance Item, there is an option called "Bake to Disk." Bake to Disk, will export all of the outputs you have enabled at the outsize set to images. The image format will be based on the modo Image I/O preference you have set.



I will be working on creating a lot of tutorials in the coming weeks that will be focused on MODO. I am working on a MODO > Substance > Unity pipeline presentation and will create a series of videos on how I use Substance with MODO.

Here's an example of a character I textured completely with Substance Designer 4. In the MODO > Substance pipeline, I will show I use the custom substance created for this character in MODO.



Lots of tutorials on the way!

Cheers,

Wes

4879
It's Bitmap2Material version 2.1.
It's just the regular vray mtl.

Hi,

I tested Vray and didn't experience any crashes on OSX. However, my configuration is a different than what you are using.

I tested Maya 2014 with Vray mtl and was using substance_bitmap2material_2_1_2_build_12446. You mentioned that you were using B2M 2.1. Have you tried B2M 2.1.2 build 12446? I don't think that the Maya version difference would be the issue as they both use the same Substance Engine. It could be an issue with B2M 2.1 vs 2.1.2.

Cheers,

Wes



4880
Hi,

Thanks for the info. I'll take a look and see if I can produce the crash. A couple more questions : ) 

What version of B2M are you using?
Are you using any specific Vray materials?

I'll be in touch.

Wes

4881
Hi,

I'll do my best to get this solved, but I'll start with a list of questions : )

What version of Maya and Vray are you using? Are you using custom substances or a stock substance purchased from allegorithmic? Is the scene something you can upload for me to take a look?

Cheers,

Wes

4882
Hi,

I think what you need to do is have two substance materials. You can't drag the same material to mesh as it's already applied. In Unity, you have two materials, one Substance and the other (Head) is a unity material. Perhaps you could split the head into a separate graph in SD, duplicate the substance material in Unity and choose the head graph for the second substance material. That way, you would have two substance materials and could then drag the head substance material to the head material IDs in Unity.

However, in this case, it might be best and more optimized to combine so the your model is only using a single material. I would suggest that route.

Cheers,

Wes

4883
Hey.

We're encountering the same problem right now with the same error message.
Is instantiating the correct way to use one substance material multiple times or is there another way to do this?

Hey,

Do you need to instantiate in code? You could duplicate the substance in the editor and target the duplicated substance in code from that point.

Cheers,

Wes

4884
I just bought the Substance collections offered for Modo. I have the Substance Player which lets you look at a single Substance, but I don't see a Substance Browser, which would let me look through the hundreds of Substances I now have.
When I choose Texture>Open Substance, I get a text list of them, but no previews. How do I browse my collections?

thanks,
kurt

Hi Kurt,

Using Substance Player is a good way to preview substances and you can also save presets of the Substance parameters to load into MODO. However, as you mentioned you are only able to browse one substance at a time. There is a substance browser on the Allegorithmic site. I use this often to preview substances and you can also interactively adjust the parameters in the browser tool. http://www.allegorithmic.com/products/substances. In the search field, you can type in the name of the substance and it will appear below the browser. This will give you a preview and you can load the substance into the substance browser for a closer look.

Best,

Wes

4885
Substance Integrations - MODO - Re: bug for modo701 sp2
 on: September 18, 2013, 07:33:05 pm 
bug for modo701 sp2
open substance will close show error

Hi,

What does the error say? I haven't experienced a similar issue with SP2.

Thanks,

Wes

4886
Hi,

I'd be happy to help. I'm Wes McDermott who recorded the SCAR tutorial. That does sound strange indeed. I just downloaded the files and linked the SCAR.fbx into a blank project and was able to bake the SVG map with no issues.

It sounds like you are doing everything correctly, so lets try this with a blank scene.

Please give this a try.

1. Create a new substance of any resolution.
2. Link only the SCAR.fbx
3. Right-Click on SCAR.fbx resource in the substance package and Choose Bake Model Information
4. Choose Convert UV to SVG
5. Use Material ID Color and rest is default.

This should create an SVG with Color. You can then double click the generated map in the Substance package and it should load into the 2D view with color values.

Cheers,

Wes

4887
Hi,

The issue is that the water_flow parameter is clamped in Unity. So even if you add a number higher than one, the water_flow is not updated. Allegorithmic is in the process of updating all Substances that use this parameter to have a high max value to get around the issue that parameters are clamped in Unity. In that case, you will then just set the lerp and not have to use Mathf.Repeat.

Code: [Select]
var lerp = Time.time/cycleTime;
They way you have it setup now is currently the best method to get the water flow animated. One change I would make would be to move the substance variable out of the update and cache that lookup in the Start so you don't have to set that variable each frame.

Cheers,

Wes

4888
Hi,

I'll be working on updating the getting started videos to cover 3.5. I look to get this going soon. Let me know if there is anything particular you'd like to see in tutorials. I'd like to start creating more tutorials for the youTube channel.

Cheers,

Wes

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