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Messages - boddie

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I can see how the acquisition is a good thing for Adobe and the owners and investors in Allegorithmic, but what does it bring to your existing customers?

Licensing issues aside, perhaps you can elaborate on why this acquisition is a good thing for us?

Are there features that would have been difficult for you to do on your own?
Will you be able to add new features faster?
Does Adobe have any IP or programs that you can use to augment your product?

I am sure someone spent significant thought in selling the value of this alliance to Adobe.  Was there any consideration as to its value to us?

You could have alleviated some of the angst from your customer base by being prepared with two responses when the announcement was made:
  • the new licensing scheme over the next 24 months
  • why this move is beneficial to us

This I what works for me:
1. Add a fill layer and enable only the height channel.
2. Change the height value to non-zero
3. Add a Black Mask To this layer.  You can paint White on the mask to affect certain areas with height OR
4. Add a Fill in the Black Mask
5. In this final Fill, drag your texture which will serve as the Mask pattern for the height channel.

I am not familiar with this particular "Uber-shader" but typically, with this simple material, you would only need to connect three bitmaps:

- Base color
- Normal
- Roughness

Since this is a dielectric (non-metal), just leave the metal map at the default Black color.

If you expand the shader width, it will be easier to see the labels and not confuse a map input with a strength adjustments.

On the Normal and Roughness image nodes, change the drop down from Color to Non-color data.

No need to connect anything to the displacement node since the normal map will make the material appear to have displacement.

Bitmap2Material does not work that way.  It is used to create PBR materials starting from a bitmap.

Do you have Substance Designer?  Here are a couple of images illustrating how to extract bitmaps for Blender from a Substance Library file.  See the description in my previous posts.

I should add that for the second workflow (Substance Designer), the object in blender will need to be UV unwrapped also.

And, if desired, you can import the FBX object into Substance Designer to get a preview of how the material will look on the object instead of the built-in cube object.

There are a couple of workflows that work for me:

1. Use Substance Painter
 - Create object and UVs (unwrap) in Blender
 - Export object to FBX file
 - Import FBX object into Substance Painter
 - Add library material (.sbar) to Substance Painter if it is not already there
 - Apply material to object (i.e. paint it on)
 - Adjust any material parameters as necessary
 - Export textures to files.  The textures will be unique to the object's UV map
 - In Blender use the texture files with a PBR shader for the object's material

2. Use Substance Designer
 - In Substance Designer, create a new graph
 - Open library material (.sbar) in SD
 - Drag the material into the graph
 - Connect the outputs of the material to the output nodes of the new graph
 - Adjust any parameters for the material
 - Export outputs of the new graph as bitmaps (to files).  This will create tiled texture maps that can be used on any object.
 - In Blender use the texture files with a PBR shader for the object's material along with nodes to scale the material tiling.

I like the CynicatPro shaders.

He has a series of YouTube videos on the topic and seems to know what he is doing.

You can also get normal map data by using some of the materials in Substance Painter.  For example, a wood or stone material should produce a pattern on the normal map.

Content - Substance Source - More materials to come?
 on: November 09, 2016, 07:58:05 pm 
Thank you for providing this library for Live subscribers.

I notice that the Source library does not include some of the materials in the Database library.  Any chance of materials like hair will be added in the future?

After painting in Substance Painter, export the textures.  Import the object into whatever engine you choose to render your scene.  Assign a material  shader to the object.  Load the textures and assign them to the appropriate slots in the shader.

Substance PainterSubstance Painter - Discussions - Re: Multi_Layer Material
 on: November 05, 2016, 10:27:49 am 
Perhaps using the standard shaders and exporting the masks will get what you want?



Just a guess here: does the object have a -1 scale factor in the vertical dimension?  If so, there should be a way to "apply" the factor in Max to the underlying mesh so that at the object level the scales are consistent for all.

Substance PainterSubstance Painter - Discussions - Re: Workflow question...
 on: September 25, 2016, 05:05:43 pm 
In the usual scenario, the goal is to get a textured low poly model out that has the appearance of the high poly geometry.

You use the high poly model to bake a normal map for the unwrapped low poly model.  Then paint the material textures onto the low poly model.  Export the textures for use with the low poly model in your game engine or other renderer.

SubstanceSubstance - Discussions - Re: Allegorithmic website
 on: September 20, 2016, 08:39:12 pm 
Sometimes I get a super long estimated download time.  I cancel the download and immediately retry.  The second (or third) attempt gives a much more reasonable time (a few minutes).

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