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Messages - ddankhazi

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Got it.
And I found out what is the equivalent parameter in the displacement node, it is the Scalar Zero Value.

Therefore there are 2 options to obtain the same thing:
Option A: In the texture2D node set the Alpha Offset to -0.5
Option B: in the displacementShader node change the Scalar Zero Value to 0.5

It’s the same thing but the Scalar Zero Value is not supported by the Viewport.

Wish they made it more clear in the Arnold  6 online guide.

Yep. That's why I suggested that way (how to use it), four years ago :) .
By the way, earlier the documentation was more precise.
Cheers, D

The current version of the Substance plug-in works correctly!

Out of curiosity, is it -0.5 or 0.5 then?
Isn't there a parameter in the displacement node to change the midpoint? Is it the same thing then modifying the texture's alpha offset?
I can not find a definitive answer on the official documentation.

Really it's just math.
-0.5 Offset means:

texture 0 (black) = -0.5 (push in)
texture 0.5 (mid gray) = 0 (do nothing)
texture 1 (white) = 0.5 (push out)

Cheers, D

The error code 0x04 is the "Version not supported" errorcode, which likely means there's a linker/engine mismatch. If there's a workaround that might work, it'd be to uninstall the plugin and make sure there are no engine or linker .dll files remaining, then reinstall it.

Other than that, I'm not really sure what the issue might be.

Hi Galen,
That worked. :)


The error code 0x04 is the "Version not supported" errorcode, which likely means there's a linker/engine mismatch. If there's a workaround that might work, it'd be to uninstall the plugin and make sure there are no engine or linker .dll files remaining, then reinstall it.

Other than that, I'm not really sure what the issue might be.

Thank you, we'll try to to that.

Hi Deepak,

We have the same issue at work.
I already wrote about this to Allegorithmic. Unfortunately there are no solution for this.
My guess is it's a python library issue.

Hi Peter,

In general there is huge difference when you using 8 and 16 bit/channel images or 32 bit/channel images.
32 bit/channel always means RAW (linear) data. It's data stored differently than in 8 and 16 bit/channel images.

So if you using 32 bit/channel for Base Color (not recommended – too much data and really not necessary – 8 bit/channel is enough) it is a RAW (linear) data, so you have to use the RAW settings in Maya (not just for Arnold and not just for Maya).

I recommend you to use Substance Painter export this way:
Base Color, Metalness, Roughness maps: 8 bit/channel
Normal maps: 8 or 16 bit/channel
Height maps: 16 bit/channel
and use the previously linked guide for the settings (in short: Base Color: sRGB, everything else: RAW)

Cheers, D


Hi there,
The Substance menu is missing from the main menu.
I think there was a version previously when it was there.
Is there any way to get that back?
I just reinstalled the plug-in, but no luck.

I'm using Maya 2018.5.
Also I'm aware of some major issues with Maya 2018 core features. For example that's why the Houdini Engine not working at all with Maya 2018. Maybe it's related with that?

Thanks, D

It's not painting but you can generate seamless masks across UDIMs.
It's not the whole process in detail, nevertheless this will help you a bit:

Cheers, D

Exr image support has been added into the next release for the auto bake, and 16 and 32 bit floats were already supported internally, so when it releases soon this should be addressed properly.

Great news.
Cheers, D

By the way you can create a UDIM version of this neat plug-in.
  • Duplicate the plug-in folder
  • Rename it (for example: maya2painterUDIM)
  • open the import.qml file with a text editor
  • Add this code to the end of the two alg.project.create line: ,[],[],{splitMaterialsByUDIM:true}
    for example in my case:
    original line: alg.project.create("file:///x:/temp/exported.fbx")
    new line: alg.project.create("file:///x:/temp/exported.fbx",[],[],{splitMaterialsByUDIM:true})
  • Save the file
  • Create two new icon for the UDIM version.
Cheers, D

UDIM example:

When you creating a new project there is only one difference: the type of the Normal map format (OpenGL vs DirectX).

The big difference is at the export:
Unity using Smoothness not Roughness values. Smoothness (aka. Glossiness) is the inverse of Roughness.
That's the only (and a very big) difference between the two.
At the export you choose the Unity 5 (Standard Metallic) preset you can easily see how it's configured.

I hope this helps.
Cheers, D

Hi there,

A few things which has caused your problem:
  • You forgot to turn on the Alpha is Luminance option in the roughness file node.
    Because of that, you got a very diffuse surface, means bumps are usually barely visible.
  • The Subsurface Weight is 1. That means you have no diffuse component. (If you change this to less than 1 don't forget to set the Diffuse Weight value back to 1.) High SSS Weight values also cause less visible bumps.
  • You are using the Coat component. Coat Weight is set to 0.25. You have to be careful with that if you do not use any Normal map for the Coat. Basically if the coat Weight is 1 you lost all the bumps from the main Bump mapping source (Geometry | Bump Mapping).
  • You can use the aiNormalMap node instead of the bump2d.
    In that case you'll have control over the strength of the Normal modulation.
Because of all that four, you got no visible bumps.

Cheers, D

Hi there,

(1) Yes

(2) Yes

(3) It's recommended to use the same Normal map type for every project. For Redshift that is OpenGL.
I think now Substance Painter automatically switch the Normal map format for all base material if you change that in the Project Configuration panel. This way you don't have to change the Normal map type every time in each base material.
Via the Export Configuration panel you can always export the your Normal maps with the required format to your project.

(4) It looks like that doesn't necessary anymore for Redshift. :)

(5) Yes. That's also correct.

(6) You doesn't need the AO maps from Substance Painter. You can use a RedshiftAmbientOcclusion shader in Maya.
If you really want to use that, combine your Base Color file node and the RedshiftAmbientOcclusion shader via RedshiftColorLayer node.
Connect the File node to the Base Layer and connect the Occlusion shader into the Layer 1 color attribute and set the Blend Mode to Multiply.
Cheers, D

I just changed the paths and turned off the triangulation for the FBX.
Also I use this great tool with the Substance Painter Live Link Plug-in from Xolotl Studio.
It's a dream. :)
Thanks again.

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