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Topics - MechanicalSnowman

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I'm trying to use my Huion pen display with Substance Painter, and have come across this very bizarre issue. I'm almost certain this is Painter's fault and not my Tablet's, since it works perfectly with Zbrush, Photoshop, and Clip Studio Paint.

The issue is this: My pen's two buttons are mapped to Left Click and Right Click.

When I use Painter with my pen, the first click registers the pen's right button as the right button, and so Alt+Right click to zoom works as it should. But subsequent clicks seem to register the pen's right button as a middle button, and so it pans instead.

This behavior is reproducible every time I switch focus from painter to another application, and then the first click in the viewport will correctly register the right click but from then on will register it incorrectly as a middle click. I've uploaded a video clip to demonstrate this. Throughout the video, I'm only clicking the right button with my pen, you can see the behavior change after the first time, and how clicking off of Painter and back on it will make the button work for one time only.

This person seemed to have a similar issue to me, using a Wacom product:

I'm wondering if there are any settings in Painter that are trying to override my pen's default clicks or something. In every other application I use with my pen and tablet, the left and right clicks have the exact same behavior as my mouse as expected.

This is making Painter impossible to use with my pen display, since I can't zoom. Which is a real shame since pressure sensitivity and everything else seems to function just fine, and I can imagine painting in Painter directly with a pen + tablet monitor combo is a very nice workflow.

Please help me get to the bottom of this! Thanks

Hey there.

In Wes McDermott's most recent YouTube series on wood planks, he uses gradients on individual rectangles to create some planks angled up, some down, some left etc. But this is done with the Tile Generator, which works because planks are in very precise and consistent patterns.

I have a rocky ground which begins to look quite bad when it catches some specularity, because all the rocks are perfectly aligned with each other. This gradient solution would be perfect, but how exactly would it work with the Cells node?

This is what I'm talking about:

I need to apply the concept of gradients per individual cell, any tips?

Hey there. I started learning Designer last week, and I LOVE it so far. Today I tried getting some of my Substances into UE4, and noticed a few problems that I'd like some help understanding.

Firstly, there is a major difference when using CPU vs GPU. I understand from reading some other posts that CPU may not be able to accurately represent some nodes in the graph which is understandable, but is there some guide for which nodes to avoid if you want CPU compatibility? The result can be quite dramatic, in this case the CPU is on the left (incorrect) and the GPU is on the right (exactly like how it looks in Desginer <3)

Secondly, I parameterized the Distance, Softness and Angle nodes of the Shadow node in Designer, not really expecting it to work in UE4 but mainly out of curiosity. Well, it works SERIOUSLY WELL and looks incredible, since I plan to have a global shadow parameter in UE4 driven by realtime sun position change. So now it will not only affect the normals on the texture but give a fake shadow. This is the result:

Pretty sweet, BUT, the Async Rendering node causes a major, multi-frame hitch in GPU mode. Which means not only can I not update it every minute or 30 seconds or so which was the plan, but I really wouldn't be able to update it at all during runtime, since even a single hitch like that isn't acceptable. I followed this thread:

And followed Dan Stover's advice but it didn't help in GPU mode. In CPU mode, there is sometimes a small and single frame drop as it updates, but barely noticeable, and acceptable for updating the texture shadows every minute or whatever to match the sun position.

I would like to really use the power of Designer, even so far as having ground that becomes dynamically more / less dusty depending on the weather, things like that, so I'd love to sort this issue out. GPU mode certainly looks nicer and more accurate than CPU mode, but CPU mode performance seems to be better (in this case, not sure about overall) so I'm a little stuck on how to proceed.

To sum it up:

Is there a guide or advice on which nodes to avoid when making graphs for UE4 that need to be both CPU and GPU compatible, and,

In terms of programming, how can real-time updates to materials be made as performance efficient as possible?

Thanks a ton, really looking forward to getting to use Designer more!

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