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Messages - Assembly

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1
without seeing the actual setup.. i would try grouping the layers.. then duplicate the group.
turn the opacity of the diffuse channel on the bottom group to zero (this will become your height only data).. and on the upper group turn the height to zero (this will be your colour only data).
then you can mask this group (height set to zero) however you like as it should just be the color info
obviously you will need something underneath to reveal to.

2
Hi guys,
In the Warp Filter, 'Default' and 'Custom Noise' source types make sense.. but i dont understand how 'Previous Input' works.
Can anyone shed light on this?

Thanks,

3
Great thanks for this, is it possible to let me know the ticket number and how I can follow its progress?

4
Unfortunately we get the same result if we start the Substance session before remote desktoping in

5
Hi there,

I am using Substance Designer in a remote desktop session via this work around;
https://forum.allegorithmic.com/index.php/topic,15141.msg64752/highlight,remote+desktop.html#msg64752

When I go to "New Package" ---> "New" ---> "Substance Graph" ---> Create the graph
Substance with crash.

I can confirm this is specific to a remote desktop session because I can do it without issue when logged in locally.

Can you point me somewhere in order to troubleshoot this?

6
Having a look at this FAQ answer;

https://support.allegorithmic.com/documentation/display/SPDOC/Loading+files+from+a+network

Every other piece of software I install on my windows machine can use UNC paths, when will you fix this part of your software?

Off the top of my head reasons for this being a pain are; organisations don't want to manage a finite index of mapped drive letters, drive letter collisions & it is a vector for Cryptolocker to infect a shared resource.

7
Hey RobH2,

Glad you got it to work.. You were right about the metal mix map, it does need inverting.. i included this in the video, but not the initial post (i have fixed this now).
I was going to ask what you were having trouble with, but it seems you have sorted it out.
If you find any improvements, please share.

8
okay okay...
so i went ahead and made a tutorial video.. sorry no audio.. so play your own music or whatever in the background.. hope it helps
https://www.youtube.com/watch?v=iu9q_FLxnbA&feature=youtu.be

9
any chance you can share you file?

10
Substance Integrations - Autodesk 3ds Max - Re: Texture Help
 on: October 04, 2015, 11:32:14 pm 
Unless you are using Mental Ray or VRay your results in Max will look incredibly different to Substance Products..

The map names used in Substance are in line with the PBR method, which is documented in the PBR guide posted here.
https://www.allegorithmic.com/pbr-guide

That being said.. once you have an understanding of what these texture maps represent. its easy to translate them to Max or Mayas shader network.
Also there are a few systems or workflows of deriving these textures.. which can affect where the textures should be placed in the shader network.
For the sake of simplicity, i will just talk about Metal/Roughness workflow

Base_Color or Albedo is basically Diffuse.

Height and normal are kind of the same thing..
Normal maps tend to produce nicer fine bump details.. details that wont change the shape of the model dramatically..
Height maps, i tend to find, are better used as displacement maps if needed.
In Max there is a node called 'Normal Bump' which plugs into the Bump Map slot. Turn the materials bump value up to 100 (instead of default 30).. and then plug in your normal map (and height map optionally into the additional bump slot) inside the 'Normal Bump' node they should be both set to 1.0 by default.

Roughness is how rough the surface of something is, white is most rough.. black, not rough at all.
Glossiness, however, is how shiney a surface is.. basically the opposite of rounghness ..
so the Roughness map should go in the refelection glossiness slot, BUT, you need to invert it to look right.

Matalness, is how metalic a surface is.. in theory this should be black and white. A surface is either metal.. or not. In practice.. some slight variation still seems to work (antialiasing etc..)
I personally like to use this map as a mask between two seperate materials placed into a Blend Material. One material for metal and one for non metal.

Check out this post for my workflow within VRay
https://forum.allegorithmic.com/index.php?topic=6306.0

Hope that helps a little.

11
Thats a really really great idea... maybe... sound pretty time consuming.
Thanks for the interest.

13
 ;) No problem.. Let me know if you have any questions.

14
Hey Guys.. here is a link to some files.

https://copy.com/eBsQTpbNZv0NBtem

There really isnt anything tricky going on here.
Camera has no exposure settings (go to environment Tab and turn off exposure control if its been switched on)
Theres a smaller 'LowRes' version (maps are 512px)
And a Larger 'HiRes' verion (maps are 2k)

Hope this helps

15
but what I would really appreciate is if you could upload your collected scene, so that I can study it closer.
Cuz I still get lost when setting the HDR environment properly, and my metallic map for some reason seems to be sort of inverted to the one you have. I also set the diffuse color to black for both metallic and non-metallic sub-shaders, but I don't know if I shouldn't have mess with that.

I hope I can get your assistance. Thanks a lot for your time!!

Hi saulglanz..
I have no problem uploading my setup.. but lets try to see if we can work out the problem first, better learning.  ;D

At first glance.. it seems like you have everything connected correctly in your Max setup.
You are correct in setting the diffuse colour to black in your metal shader.. this step is very important and i will update in my description at the top. Setting the diffuse to black on the non metal makes no difference as this is being controlled by the texture map.

What does appear off to me is the height map, roughness map, normal map and metallic map.. which suggest to me that you exported the wrong maps. Which export profile did you use?
Double check with my Substance Painter export setup in the top Post. This was a custom export profile i made to get the maps that i use.

As for setting up some lighting.. all i use is one vray dome light with an HDRI loaded into the texture slot.. if you need some HDRI's try these sites.. they have some free ones to download..
http://www.peterguthrie.net/blog/?category=downloads  (this guys blog is pretty good reading too)
http://www.openfootage.net/?cat=15

See how you go and get back to me with your results.

Happy hunting

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