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Messages - Campi

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That's a shame. As for Mari there are several ways to it there:

1) On Project creation

Mari allows you to point to a folder and 'SCAN'.
Mari will then evaluate files in there based on a Naming Template.
It'll then present a list to you where you can choose to 'CREATE' (which will just create
the channel but not import anything) or 'CREATE & IMPORT' which will create the Channel and Import the
Udim Sequence

2) In a Project into a channel

You can just import a sequence into Mari via their channel system. It will create the necessary channels for you
In addition the same Options from 1) to Scan, Create and Create & Import are available as a 'Channel Presets' Option you can launch after project creation

3) in a layer

You can just right mouse click on a paint layer and 'Import into Layer'.

Any of those but at the very least 3) would be necessary to make any back and forth between painter and another app not painful (which it seems a little at the moment). Mari isn't going to be replaced over night so there needs to be some compromise that allows as to use both apps at their various strengths and switch between them, importing and exporting udims, without sacrificing the speed gains we might have from using painter to manual data wrangling.


we are very excited for the even basic UDIm support in 2.1 and would like to get going with Painter 2.1 on small props as fast as possible.
One question comes up almost immediately what is the most elegant way to import existing udim maps into a bunch of Texture Sets - let's say 10.
Do we really need to load every udim for every channel into a shelf, then drag it into the slots ?
Is there maybe a script out there that already automates it ?
I would love to have a simple right mouse click,import udim sequence for example but I know this is not yet in there so I am just looking for the most elegant alternative.


Might I ask who these superstars are ?  I would be interested in taking a look at some non-sanitized or non-simplified-because-it's-a--tutorial graph as well :)

Perfect ! Sounds like  what I was looking for. Thanks !
Bit of a shame that this is not mentioned or marked as 'to do' in both 4.x and 5.x documentation :(

Doc writing is really not Allegorithmics strong suite. They really need a technical writer over there.

I am trying to create a node that has built in Overlap Avoidance for Patterns.
The Idea is to define a 'bounding box' for an input image. If any Pattern Offset is too strong and nudges into the space of the neighbouring cell, the neighbouring pattern scales down to make space.
I find a lot of times I am missing larger and smaller size variations because I always have to use very 'neutral' values in order to not have overlap between shapes when scattering them around.

The issue I am running into is that I can't quite figure out a way to pass information between functions. Basically I would need to pass information from the Pattern Offset Function to the Pattern Size Function in order to test for cases where the offset (derived from a random) becomes too large.

I appreciate this might be more than is doable in substance but I'd like to try. Is there a way to pass info between functions ? If not, is there any other way anyone can think of to achieve a similarly smart effect without resorting to handplacing features using transforms ?

I was thinking that as well. But even if you add a +1 to the number variable, once it locked up it doesn't come back to life.
Or is it once you caused an error the graph is toast for the entirety of its runtime unless you restart ?

Hi Vincent.

I have attached a very simple Graph.
It just consists of an FXMap.
The FX Map uses an Iterator and a Quadrant.
The Quadrant has its Pattern Offset mapped with a function using the $NUMBER Variable (Just  1/$NUMBER).
Yet the FX Map stalls and refuses to update (or show anything at all).
I can rebuild it and it works in the beginning but then stalls again.


Ah ! That makes total sense. Thanks for helping me overcome my temporary blindness :)

is there an elegant way to get the remainder of a division in the Function Graph ?
I know how to build it myself but I figured maybe there is something I am missing that gives it to me straight up.


I have an issue with an FXMap.
At a certain point it just stops updating and is 'stuck' at whatever it was showing in the 2d view when it stopped working.
The funny thing is once I close and reopen substance it will evaluate again.
Same thing if I copy paste the contents of its fx graph into a new fxmap. However that new one will stop working again after I made another change.
I get this at very simple fxmaps but pretty much anything involving a 'getFloat' using one of the standard $DEPTH or $NUMBER Variables.

Anyone seen this before ? I have updated my graphics card drivers to the latest, tried switching engines to software, paused and restarted the engine.


I have isolated the issue.
It's internet access.
I am on a 'per login' basis. Meanign I connect to a network then have to provide credentials to access the web.
If I am connected to the network but have not provided credentials substance designer seems to try to constantly access something on the web causing the UI to freeze.
If I either provide the necessary network credentials or completely disconnected from wireless the UI unfreezes again.
What is substance designer doing that it keeps trying to call home ?

While I am relatively new to SD in production I have adopted a workflow that worked well for Mari (before it got OCIO):
Treat everything inside of SD as if that is the way it is supposed to be in final output (so color as already viewed through a lookup) then linearize after export. With SD new export callback functions you can even automate that.

 Currently this is a bit of a manual/based on name thing to determine what to linearize. I am not sure if is possible what used to be the way in Mari: Write out a tag or metadata for each export that basically tells your post process how it is used in the graph and then go from there. If that is not in there then your best bet would be consistent output naming that your Python Script can pick up and make a determination from if to linearize the data.

Thank you for the reply. The behavior has gone for a while but came back on another project so I am not sure if it is related to substance anymore since it is so inconsistent.

I have several older versions of the 5.x cycle (several shortcuts, the oldest being 5.0.2, latest being 5.3.5) but as far as I can see they are all pointing to the same v5 Folder so they are all part of the updates that got installed automatically.
I will try removing all traces of substance from my system and reinstalling and see if I can get rid of it.

Thank you for the reply and sorry for the broad theoretical question.
I guess it just comes down to always making sure to have some sort of global size variable exposed that is attached to the necessary functions.

I just thought maybe there is something already in place to deal with this. You never know :)
Thanks again,

up until yesterday all was running fine but suddenly SD is becoming extremely unresponsive even when doing simple things like trying to use 'Space' to bring up the Node selection. It seems unrelated to the Engine since it freezes for a few seconds even when adding an empty node somewhere that is not connected.

I have attached my log if it helps and if anyone has seen this issue I would appreciate any tips.
CPU Resources don't seem to be the issue, since it barely sratches 1% when it hangs.

I can do a few mouselicks here and there before it hangs again during a mundane operation


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