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Topics - Assembly

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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?


Hi there,

I am using Substance Designer in a remote desktop session via this work around;,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?

Having a look at this FAQ answer;

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.

Hi Guys,

After finding no information about this, i decided to find a solution myself to share with everyone and maybe find better solution too.

I have been playing with a few methods for using substance painter with VRay (3.25.01) in 3dsMax (2016 SP1), but found this to be the easiest to understand and setup, both from a substance painter point of view and a 3dsmax point of view. I think it works really well.

Check out the attachments..
first.. is what i am exporting from Substance, its a custom profile i made.. pretty straight forward.. i export these as exr's. Max seemed to prefer these over png's in my tests.

Second.. is my setup in Max. Its a VRay_Blend material. Base material is my Metal Shader setup, make sure the diffuse colour is set to black.. in the first layer is my NON Metal Shader setup. The only difference between them is where the diffuse colour goes. The metalness map is used as the Blend mask in the Blend material, this needs to be inverted.

A few notes.. i have highlighted the roughness map to show some other settings.. the settings in boxes are applied to ALL my texture maps.. keeps things nice and sharp. The settings in circles are specific to the roughness map.. inverting it basically converts it into a glossiness map. Play with the Output amount to get something that looks right in your render.

The render you see is only lit and reflected by a VRay dome light with an HDR in the texture slot.. ive also attached an alternative HDR.. all i did was swap the texture and everything just works.

Attachment 4 (IOR).. shows a quick change of texture from substance ('bronze armour' with 'machinery' masked on top ) and shows the shader setup for non metal. IOR is set to 1.5 as an average. For the Metal shader, IOR is set to 12. GGX BRDF is very important to set on both shaders.

Last Edit: August 27, 2015, 11:57:06 pm
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Max should handle the gamma settings of the exr's correctly.. but as a note.. all maps should be interpreted as gamma 1.0 when importing in.. except the base colour map which is 2.2.. but again, max should handle this automatically.

Hope this helps someone get a head start.

Hi Guys,

When starting a new project: file>new...
Ive noticed i cannot load an obj using the naming structure - \\network\folder\...\object.obj
I have to map the network drive instead e.g. s:\folder\...\object.obj

I cant seem to find anyone with the same problem.. so am i doing something really stupid or is this a know issue??

Also when exporting the final textures.. it just fails when using full network path and fine when using mapped drive.


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