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Messages - josh.coyne

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Hi Andr,

1. If you look into the folder where the plugin was installed (my documents/houdini15.5/dso/substance) you will find SubstanceToPrincipled.cfg . This is a JSON file that maps houdini render commands to the substance attributes. You will notice a displacement field at the bottom, you should be able to add the displacement strength under "enableDispTexture"

2. This might not be possible at the moment? or if it is, perhaps I'm not sure how you would go about grabbing the texture data

3. You can expose images as Substance Inputs in Designer, and then replace those large images in the substance with smaller versions in houdini, if you wish.

4. How consistent are the black renders? If you clear out your Temp folder do the problems persist?

Hi tmichigami,

Can you try migrating your project to 4.12 and see if anything improves?

Substance Integrations - UE4 - Re: Random seed
 on: July 14, 2016, 03:00:36 pm 
Saving texture sizes is indeed one of the goals, but if you want variants at runtime, you have to upload discrete texture sets to the GPU.

However, with careful planning, it is definitely possible to cut down on the amount of textures needed to be generated. For example you could split your substance into two graphs, one with the data that doesn't change (the grid elements of the window) and what does change (grime/alpha).

Pack what does change into one texture if you can, and then create a custom material to link them together. Then you are only absorbing the cost of a few texture changes and not the entire material.

Substance Integrations - UE4 - Re: Random seed
 on: July 13, 2016, 03:21:46 pm 
Hi rfranks,

If you want two (or more) variants of a substance, you need to create additional substance graphs to accomplish this. The most straightforward way is to right click on the substance instance factory and create a new instance of the substance you want to make a variant of. Then you just modify that variant and assign the material!


Ahh, interesting.

What the format before? 16bit? Would you be able to send the first version (SBS) (with the artifacts) to I feel that either way this is a bug and should be fixed in the plugin.

Does the artifacting problem go away or change if you change the engine from CPU/GPU to the Editor settings (Reboot is required)?

I'm glad you got it figured out! We are also going to update the loader so it's more descriptive when loading spp/sbs files, why those are incorrect.

Hi vaporlaser,

Are you trying to load a substance archive (sbsar) or substance painter project (spp)? We only support sbsar files with the C4D plugin.

We already support Linux in the UE4 plugin but you have to compile it from source. You can grab the plugin from our github ( and then compile using the Epic tools

I'm glad it's working for you now!

Hi NNois,

When is the last time you updated the Marketplace Launcher? I see both 4.11 and 4.12 on my launcher for download.

Hi naveensabesan,

What linux distro/version are you running on? And what is the full version of Houdini?

Hi econty,

Android is on the roadmap but not added as of 4.11 .

Hi Jonas, you're welcome!

We are also live on the marketplace for 4.12!

The plugin is now live on the marketplace :)

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