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Messages - dukecg

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For whatever reason, Package Name resolves to nothing. So if I import a package called "mypackage" with a graph "mygraph" and export with %P_%G, the name resolves to "mygraph_mygraph". This would appear to be a bug!

See attached

I'm referencing some sbsar's from Substance Source in my graph and it won't publish with the error "No inheritance (absolute):". What's this error?

It's a rather simple single mesh:

It's based on a megascans mesh but it's butchered beyond recognition so i'm hopefully not breaking any rules!

I tried that but it didn't work. It's getting stuck on "Opening".

Substance DesignerSubstance Designer - Technical Support - Can't open old graph
 on: November 22, 2016, 04:13:39 am 
I can't open an old graph (done in 5.0+) in 5.5.3. Can I send it to someone?

When I make a new layer (or a new effect) and change the opacity of the layer, it doesn't modulate the channel other than Color. Is this by design or am I missing something? (v 1.7.3)

I have a few models that have multiple materials that I want to convert to a single material. Rather than applying a single material and re-painting what goes where, is there a way to do this within Substance Painter (materials to mask or something)?

I'm post-processing some photoscan stuff here, and the high-poly model is near 100 million triangles. I've noticed that SD has a "Loading 3D model" stage of each bake which in my case takes several minutes. Is it possible to do this for the first bake and cache it for subsequent bakes?

Substance Integrations - UE4 - Re: Plugin source on github?
 on: November 17, 2015, 04:50:23 am 
I (finally!) made a pull request for the icons. I should change them to monochrome though to stay in line with the UE4 editor style:

I'll get that file to you shortly. In our case we have a seperate gpu for compute tasks so resource sharing wouldn't be an issue, and in any case I'm sure people would happily precompute the textures to get 16bit computations for the textures that need it - it's great that substance means a small distribution size but the generation abilities on their own is a great capability.

They are 16bit, but I didn't think CPU did 16bit, so I think I know what the issue is - I'm using gradients to remap the X/Y in a pixel processor, but any gradient greater than 256 pixels will start to double up due to 8bit only being 0-255.

Howcome the GPU engine doesn't work in UE? Is it a limitation in the Substance API? I would have thought it was just a matter of passing Substance a handle to the DirectX driver or something.

Here's another few, showing just how horrendous it can get.

I think this is related to the Pixel Processor, as though the sampler nodes are forced to use Nearest filtering vs Bilinear when in CPU mode. Note the stepping in the detail in the SSE2 version.

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