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Topics - rosenand

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Hello, Substance freaks! :)

I chose this reference because of its "interactive" potential - rather than a static material, I imagined it gradually ripping apart and finally bursting, as the bulges grow in height.

I didn't get to do everything that I had in mind. Didn't even manage to make a proper high quality render - the main 4K one has some nasty artifacts, despite using high subdivision on the plane, but that's what you get for changing everything until last minute and rendering 15 minutes before the deadline, I guess :)

Oh well, was fun anyway. Now time to get some sleep (it's 9 in the morning oO).

Good luck everybody!

Mat - the Substance Test Dummy

Hello :)

I'm not hoping for much with this entry - started waay too late (excuses, excuses...), and the competition is just too tough. Still, I wanted to finish this, and share my idea.

The idea is simple: to showcase as wide a spectrum of SP's tools as possible, withouth sacrificing visual clarity. In other words, my Mat is a "test dummy" for some of my favorite, most notable, or simply coolest SP features.


TL;DR - see attached GIF. The UV offset slider doesn't cover the whole image.

I need to make a set of road paint arrow textures (each arrow on its own texture, no atlases here). I created a square image with several arrows for reference (seen in the shelf). I set it as a fill mask for the paint, scaled it so that one arrow is visible at a time, and hoped to conveniently move from one arrow to the next by moving the X offset slider. But because of the scale being lower than 1, the [-1..1] range of the offset slider doesn't cover the whole set of arrows.

I'm wondering if there's a reason for it to work like that. Wouldn't it make more sense if the offset slider covered the whole fill image, no matter the scale?

Edit - additional info:

the reference image with arrows is square
the texture set is 256x1024
the UV of the rectangle mesh covers the whole 0..1 UV space

I'll duplicate my YouTube comment, relating the 2.4 release video:

Noooo! I mean, I <3 you, Allegorithmic. This is a long awated update, and it shows you listen to your users. BUT. WHY, oh why, do you have to go to the settings window, to use the feature at 18:45? The "hide default resources" feature. It would be SO useful to have it as a little button on the shelf UI itself. Pleeeease :)

Hello. In our project, in every FBX, apart from a model itself, we have a collision model, which is usually a box or a few boxes. Our 3D artists give them different materials, so that we can simply uncheck their texture set in SP and not worry about them.

The thing is, sometimes we have to bake AO ourselves, from the normal map (not from high poly). Even if I unhide the unnecessary texture set, bake only the texture set I need, and check "Match By Mesh Name" (model and collision box have different mesh names), the collision box affects AO on the model itself.

I think it didn't work like that before, and I know there were some export modifications in recent SP releases, so is that a bug perhaps? Or is this by design?

I'm trying to think of whether this is desired functionality. The typical situation, of course, would be no collision boxes, and all texture sets being just different parts of a model. Like car body, and car wheels, on different texture sets. Usually, we would want the wheels to affect the body AO and vice versa, I guess. But also, usually we would bake from high poly, and we'd have the option to check "Match By Mesh Name", so that the wheels would not affect the body, if we didn't want them to, am I right? So also, we should have this option when we're baking from normal map, with no high poly. Am I right, or am I missing something?

Thanks :)

Substance PainterSubstance Painter - Discussions - Brush blending mode
 on: October 17, 2016, 06:57:47 pm 
Hello, is it possible to achieve an effect like in the image attached, within a single SP layer, building up with each stroke?

Like when you set the brush blending mode (as opposed to layer blending mode) in Photoshop? In this case it was Color Burn. Thanks.

Hello, this week I noticed my new objects looked too smooth in UE4, compared to SP. Had this on two different objects. Narrowed it down to the exported PNG itself, not actually UE. It looks weaker, compared to the "Normal + Height + Base normal" view mode in SP. I don't think I've noticed this effect before, and I'm working with the same settings and presets as always.

In both cases, the normal detail comes from the height channel. Tried exporting to PNG 16 bit, same problem. Any ideas? Thanks.

Hello :)

With objects like the one in the picture attached, where the side of the tube is repeating 3 times, 2 of those being outside of the main 0.0-1.1 UV space, it's only possible to paint on the part inside the main UV space. The other parts aren't directly accessible, which makes it hard to remove seams etc.

The only solution is to cut the geometry while unwrapping, and put everything inside the main UV square, but this increases actual vertex count (UV islands), and is not always possible/practical. It would be nice to be able to paint everywhere. Thanks :)

Edit: I've attached an illustration of the problem so that you don't have to read through a wall of text :)

Edit: OK, it seems I found a way. Export the main package with dependencies, and then clean both packages, leaving only the graphs I want in both of them.

Hello there. I'm working on a substance library for our game. I've already got some decent results, so it's time to start organizing it so that we don't get lost in dozens of graphs in random packages.

I've got one main sbs package, and within it many graphs I'm experimenting with, jumping from one to another, nesting them in each other; some helper graphs, and some material graphs using those helpers. Every now and than I get a result I really like, for example I managed to combine my dirt, cracks and pebbles  graphs in a convincing asphalt material. I want to store those versions of those graphs separately, so that I don't lose this asphalt material, but in sbs (not sbsar), so that I can still tweak the pebbles or cracks or dirt graphs, with the asphalt material in mind.

At the same time, I want to keep working on independent forks of those pebbles and dirt and cracks graphs, while creating new materials like concrete and soil and whatnot, without affecting the versions of those graphs that worked for the asphalt material.

The problem is that if I create a separate asphalt sbs package and COPY those helper graphs into it, the asphalt graph will still use the old graphs from the original package. Changes made to the copied versions will mean nothing.

On the other hand, if I MOVE the helper graphs into the new package, and change them while tweaking my asphalt material, the changes will also affect, let's say, my pavement, cliff, or soil materials.

To be clear, I know that I could include PARAMETERS in the helper cracks/pebbles/dirt graphs, so that I could use them in all my materials at the same time. But I'm talking about situations where changes to the actual graphs are necessary. And again, I know about compiled sbsar's, but here I'm talking about sbs files that I can tweak at any time.

How can I go about this? Thank you in advance :)

Hello. Is there a way to generate a pattern like this, using a single node?

I already set up my tile generator graph using Tile Random nodes. I managed to achieve something close, using the Split -> Mode -> Random h+v option, but it's, well, random. Not strictly alternating.

I know there are other ways to achieve it, but it seems like the Tile Random node is only a step away from this functionality. Would be nice :)

Substance Integrations - UE4 - Height map vs normal map
 on: June 11, 2016, 08:51:36 pm 
Hello. I'm creating a procedural material library in Substance Designer for our PC/nextgen game. With both normal and height maps, and with tesselation set in the shader, the materials look great inside Designer, but I know this won't translate 1:1 into UE4.

I'll consult this with our techs, but I'd like to know what the general practice is these days. Here are my thoughts/doubts/options:

 1. Parallax is cheap, use height map everywhere VS use only normal map in most materials.
 2. For parallax, use Bump offset node?
 3. Tesselation is gpu-heavy, but it's good to use it for more important objects. How often, though?
 4. In my early tests, neither tessellation, nor parallax occlusion, look as good in UE4 as in Designer. Possible reasons?
 5. Put same information into both normal and height maps? Or macro shape in height, and fine detail in normal? If the latter, but, in some materials, we won't use height map at all, then normal maps will have to be prepared differenty depending on whether we'll be using height maps or not. In other words, while designing a material, we have to know from start whether height map will be used in UE4, or not. Or at least have 2 different normal map outputs, for use with and without height map.
 6. Use parallax/tessellation/no height at all depending on material type (organic/hard surface/floor/buildings/characters etc.)?

Any comments on those points will be greatly appreciated.

Hello. Is it possible, in a graph, to have a "global function", which computes a value based on some input parameter, and to use this computed value in multiple nodes?

If it's not clear, here's an example: I have multiple "tile random" nodes in my graph. I want to control their "X Amount" parameters with a single input parameter - this is easy. But for the "Y Amount", instead of controlling it directly, I created a "Ratio" input parameter and want "Y Amount" to be "X Amount" divided by "Ratio".

Again, this is also easy, but only for a single node. To use it in other nodes, to drive all of their "Y Amount" parameters by this function, I have to copy and paste said function into each of them. I tried creating a helper parameter, to save the computed value into it, but it doesn't seem to work. Thanks :)

Hello there. First of all, the knowledge of Substance Designer just landed me my first job, so big kudos to Allegorithmic for creating this wonderful software :)

I'm planning to upgrade my 2008 PC a bit, so that I can practice at home. I'll be saving money for a proper modern rig, but for now a slight upgrade must suffice. My current specs:

Core 2 Duo E8400 (2 cores at 3.8GHz)
Radeon HD4850 512MB (DX 10.1)

On one hand, for my personal projects I love working in Painter. The main problem is that when I try to work in 4K or even 2K, it often freezes. Working in 1K and exporting in 2K is as far as I can get, but even then it sometimes freezes when I use more than a few complex layers. I'm almost sure this is due to only 512MB of VRAM, or maybe old GPU architecture as such?

On the other hand, AFAIK, at work I'll be using Designer exclusively, building a material library, so Designer is my priority at the moment, and I wonder if it will benefit from a GPU upgrade at all. Looking at the official system requirements, Designer has much lower GPU requirements than Painter.

But then there's tessellation, which I'm currently unable to use due to no DX11 support from my GPU, and which, if I understand correctly, would allow me to preview height maps. Even though they would eventually end up as just normal maps, this seems really useful while working on a material.

And finally, there's Iray, which I guess I could do without, but still I'd like to know what my options are. AFAIK with architectural renders etc. you need to fit a whole scene into VRAM, so it seems having at least 4GB GPU is a must. What is the reality of it as far as Painter and Designer are considered? Iray works only with Nvidia cards, correct?

I'd be very grateful if someone could verify my understanding of those subjects. Most of all, would Designer benefit more from a GPU upgrade, or CPU upgrade (replacing my duo core with a quad core), as far as general working smoothness is considered (node calculation and preview time)? Thank you!

Hello. I'm getting discontinuities in my Substance Painter textures wherever there's a UV border. It seems like SP operates only in UV space and doesn't understand the mesh as such. Is it expected, or am I doing something wrong? If it's not supposed to be that way, I'll post further details. For now, here's an example with some MG Dripping Rust (I'm loosely following the sci-fi crate YouTube tutorial), and even worse with MG Metal Edge Wear.

Any help will be appreciated :)

Edit: I also attach a simpler example (you can see my UVs, the islands that we're looking at are the bottom one and the top-left corner one) and the models in a zip file.

Hello everybody, this is my first post here.

When I started working with Substance Painter, the export textures window was a bit confusing to me. I accidentally edited one of the default presets. I looked in various folders in search of a preset file that I could restore. There are some points I'd like to make:

1. It seems there is some redundancy in the file structure after installation, in [installation folder]\resources and in [Windows Documents folder]\Substance Painter. The Hans.spp sample file (143 MB) is present in both locations, for example.

2. Making the default export presets read only may not be the best idea, but how about a simple "restore defaults" button? The original files seem to sit in the [installation folder]\resources\shelf\allegorithmic\export-presets folder anyway.

3. Perhaps the Configuration tab in the export textures window could be called "Edit presets", and the text "Config:" in the first tab could be replaced with "Preset:" to incidate clearly what all those tabs and drop-downs are actually about, and to ensure some naming consistency (it says "Presets:" in the second tab, above the list, not "Configs:"; and the export textures window is actually called not that, but "Export document").

4. How about creating a Marmoset Toolbag preset? I know you can't include each and every software there is out there, but SP -> Toolbag seems to be a pretty common workflow. You still have to know where to put each texture in Marmoset, and I know it's not your responsibility to educate anybody about other software, but still making sure that at least you've got the right textures would be a nice start.

5. Generally, the workflow between different software in this industry is really confusing. The tangent space mess is the worst. I have computer science background and only start to dig into the more artistic world, but I actually really appreciate the new era of more intuitive software like SP where you no longer have to have technical knowledge to create stuff. It's a shame for all the innovativeness of SP to be lost in this technical mess. I'm still not sure if my 3ds Max -> SP -> Toolbag workflow is 100% correct. Export this, tick this, untick this, invert that... Cage here means something else than cage there... All this uncertainty lead me to read a lot technical stuff, which in itself is a good thing, because I'll be starting in this industry with a solid understanding of the fundamentals, but I feel like this should be an option, not a necessity.

6. Which leads me to the next point, documentation. Say what you want about Autodesk, but their 3ds Max documentation is perfect. I know you have video tutorials, but you can't always search through hours of video to find a simple answer.

7. Unrelated to any of this: is there any way to preview a baked texture, let's say a normal map, inside SP? The popup preview in the Shelf/Textures tab is too small. And a way to quickly tick and untick a map would be great, if I want to compare a model with and without a normal map, for example.

I know this is a lot of different issues, but I wanted to write them fresh while I can still point this out as a new user, and I didn't want to spam with many different topics. Besides, none of these really require any discussion or an answer from you guys (except nr. 7) so I hope it's OK :)

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