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Topics - JQL

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I'm an architect and I use export as bitmaps from Designer a lot in my process.

I keep tweaking my materials as I'm rendering in other software.

I also need to save disk space and save times while doing this and I'm not too much into closeups so I can live with sRGB color space, I don't need Raw.

There are two bugs in the export as bitmaps dialog:

1 - When I tick on export bitmaps when outputs change I get no automatic export;
2 - After configuring sRGB color space for all my channels, if I close the dialog after export and re-open it, all the color spaces have reverted back to default (raw)

I'm designing buildings and I now have a wooden panel component that repeats itself throughout the model.

In order to make that panel different I want to have the material that's applied to it random. I figured I need 10 material variations and so I want to export bitmaps from 10 different seeds of my graph.

I usually export bitmap outputs right after creating the graph in Designer and I figured out that the best method to create these variations is:
1 - Change the graph's seed number;
2 - Go to the export bitmap outputs window;
3 - Type the graph'ss seed number in between the $(graph) and $(identifier);
4 - Export;
5 - Repeat the process.

Here's a pic:

It's tedious work and should be simpler if:
- The seed would be possible to automatically insert in the name;
- We could batch export a given number of output seed variations.

Is this already possible?

Would it be possible to have it as a request?


I finally decided that I had to upgrade SD5 and SP1 and take advantage of the Black Friday discounts.

However, your shop doesn't accept my VAT number.

What happened was the following:

- I started by trying to upgrade my indie license for SP1, I inserted my country and VAT number;
- The cost was in dollars though I'm Portugal and the currency is €.
- When I proceeded it changed the cost to the SP1 Pro licence so it was from 50$+VAT to around 1000€+VAT;
- However I have a small architectural studio (I guess I can be seen as a cool indie architect) and the income is less than 100K. I went through the terms and they state that my conditions are eligible for an indie license (which was a relief as I couldn't justify the price for both Pro licenses...):

"Indie License" means a License to Use the Software granted to either a (i) an individual, being or not a professional user, or a commercial Legal entity, with Revenue not exceeding US$100,000 during the prior fiscal year or (ii) a non-profit or government Legal Entity.

- So I went back to the shop again, and now it doesn't accept my VAT and I can only proceed with the purchase without VAT.

I'd require the billing information to be correct so I can't procceed with the purchase and I will probably miss the discount for both painter and designer. I don't know how to get support anywhere else but through this forum so I'd thank if you could get me sorted out.

Thanks and best regards.

I need to render my substances at 8k but designer will crash my Titan X.

Substance Player does not, maybe because it doesn't need to compute so much stuff, however it renders substances without some features...

Can it be the engine in player is older than in Designer? Or is it something else?

Substance DesignerSubstance Designer - Showcase - Pine Wood Rough
 on: July 30, 2016, 01:07:04 am 
Hi guys, I've been around trying to learn substance tools and implementing them on my architectural workflow. I'm not exactly into archviz but rather aim at using substance conceptually and procedurally on my projects, however as it's such a versatile and capable suite and as I use a lot of pine wood planks on my projects, I decided to have a go at what sort of realism I could get with this one.

I'd love for some criticism from you pros.

Thanks in advance and best regards,


There's a difference in scale between the way Substance Designer and Player render Anisotropic noise with a Cartesian to Polar node applied.

Take a look at screenshot:

Hi guys, I've been slowly learning Substance tools, specially designer and had been mostly working on materials with both B2M and substance designer.

However, the Sofa in the center is the first model I fully texture in Designer and would love your C&C on it.

Rendered with Thea.

I can't render with Iray:

As the title says, if I batch bake texture I get TDR crashes on Designer.

The thing is that if I manually perform each bake at a time, it not only doesn't crash as it is pretty fast.

I have a Titan X here, on win 10.

If you want I can privatelly share the model and sbs

Hi guys,

I'm a Sketchup user but Sketchup is awful at dealing with UV's and also is incapable of UV unwrapping.

So I have to rely on a convuluted way of unwrapping inside SU or export to Blender to UV unwrap my models and work with Painter or Designer.

However, it seems a link that will solve both issues is well under way, and seems to be working nicelly as a proof of concept:

- UV Unwrapping directly a sketchup model using direct integration;
- Multi UV support for a sketchup model under the radar (will facilitate the life on Game Engines export too...);
- Easily unwrap using familiar Sketchup tools.

I imagine this will allow for a lot of fast hard surface modelling to a lot more users and probably it would be interesting for Allegorithmic to get into that market too...

I've been noticing something odd on a material and now, when creating something different and very simple, I've noticed my Iray normals are inverted from OpenGL.

Take a look at this gif:

Let me just add that the ones that are right are the OpenGL.

Can anyone be kind enough to point me in the direction of the setting I have messed up?

Hi guys,

Would you think it would be possible to display nodes in the library, like a material, grunge map, tile generator, etc at graph resolution without actually importing the node to the graph.

Right now my workflow always envolves importing something into the graph that I will eventually delete because I won't use so I'd rathe have a shortcut like double click for displaying it.

Maybe it's already possible and I'm missing something...

How about a way to, as title says, expand selected nodes distance on a graph.

As I go about experienting, nodes get grouped on available screen space without me panning much, as I like to see every affected node at once. Therefore, nodes and strings get on top of each other easily.

While we can select multiple nodes and move them away for other areas of screen, sometimes I miss a one click solution for clearing space.

What I'd like is to be able to select a few nodes and increase the distance between them, measured in grid units. With click of a button they get one grid unit further frome each other or, at least one grid unit apart, two clicks they expand 2 grid units, 3 clicks... you got the idea.

Then I'd like to be able to set grid units size in pixels.

And finally I'd like to be able to click a button and nodes would snap to nearest grid intersection so that nodes that are fairly aligned would get perfectly aligned...

I know that you might think I'm compulsive or something like that, but the fact is that creative working isn't prone to tidying up, in my case, and when I come back to the graph, I loose a lot of time tidying it up so I can read it. This is what our computer servant should do for us to free our minds...

Is there a way to install assets from Substance Share or any other source directly into Substance Designer?

Like accessing Substance Share from within designer, not thinking much and download the mats or nodes you want and start using them immediatelly, knowing they are in the right place in disk and they will be all nice and tidy to pack and go into a new bigger disk eventually?

Is there any way of mapping a substance designer texture into an object, using normals or position baked maps, so the textures are always vertical or always horizontal, no matter the direction the faces are pointing?

Something that would make them always flat and undeformed, no matter if they are seamless or not from island to island or even per face?

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