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Messages - cyaoeu

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31
Hi. I'm looking for a way to link parameters between different graph instances so I can change those parameters across all of the instances instead of setting each value manually. I'm using a .sbsar with material switches and changing the material switch number for each of the model's materials (one graph instance per material).

If it was a UE4 material I would use parameter collections (https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ParameterCollections/) but since it's a .sbsar I have no idea how to accomplish this. Is there a way to do this? Or a better method to do the same thing? (uber .sbsar material with shared parameters)

32
Nice, thanks.

Hope you had a good vacation! 8)

33
Any update?

Even if it takes a while for the marketplace version I wouldn't mind a github 4.12 update.

34
Substance Integrations - UE4 - Re: 4K support ?
 on: May 11, 2016, 01:08:03 pm 
Wasn't 4k support for UE4 (GPU engine) already added to the 4.11 Substance Engine?

35
You state "substance" yes I know how to do this process to substances.

I strictly said my issue was with Generators.

If I use a generator on a fill the UV tools are there but have no effect

The stencil approach doesn't apply because its a generator

Sorry likely something I am not understanding

Instead of adding it as a generator you can add it as a material (drag from explorer to material tab) and then drag out the iris generator to the layers panel and you will get a fill layer with the iris generator set as a material. Then you should be able to use the UV settings.
(edit: it also says "material" in substance share.  :P)

36
Substance PainterSubstance Painter - Discussions - Re: Generator Question
 on: April 24, 2016, 06:15:10 pm 
Normally you wouldn't really paint this on a model but just drop it in a mesh that has proper UVs. The iris generator creates a flat texture so to get a good result you would do a planar projection from the front ortographic view on your mesh (projection from view), you can do that in Blender. To scale the whole eye you can scale the UVs.

37
UE4 doesn't support 16 bit sRGB textures. You can either export a 8 bit sRGB texture or a 16 bit linear texture (if that actually is a thing). Or just export a 16 bit sRGB texture and fix it in the material: https://answers.unrealengine.com/questions/378768/substance-p-srgb-problems.html

38
Substance Integrations - UE4 - Re: 4.11 Github ETA?
 on: April 12, 2016, 09:57:30 pm 
Thanks! I'm getting a crash when launching UE4 4.11.1 with it installed though.  :P (through marketplace)

Fatal error: [File:D:\BuildFarm\buildmachine_++Portal+Main\RocketSync\HostProject\Plugins\Substance\Source\SubstanceCore\Private\SubstanceCoreModule.cpp] [Line: 90]
Unable to load Substance Library.

I accidently installed this UE build to C:\Program Files (x86)\Epic Games\4.11 instead of the normal 64 bit path (C:\Program Files\Epic Games\4.11 or something), could this have something to do with it?

39
Whoa! Nice timing, just started using Houdini. Thanks! :)

40
You can mirror the UVs if the model is symmetrical, then you can save UV space and get more detail that way.

41
If you click in the FX map (outside of the quadrant) you will see a bunch of options, if you set the Roughness from 1 to 0 they will all turn white again. I don't know if this is what you want though.

42
I took a look at your file and it seems that you're not using pure black, when I picked the color it showed RGB 19,19,19. Try filling it with 0,0,0 and it should hopefully work.

43
Substance PainterSubstance Painter - Discussions - Re: UV order
 on: February 02, 2016, 08:08:52 pm 
If you're still having issues and need to swap the UV maps you can follow the instructions here: http://blender.stackexchange.com/questions/5348/how-to-change-uvmap-index
(paste the code in the text editor and click run script)

44
Or you'll get people like me wondering why their graphic driver randomly dies when starting a project. I thought the model had too many polys first (80k tris is a lot right) but after changing TDR values I still had issues when rotating in the viewport/mousing over the UV layout. Maybe I should've suspected something was wrong when the UVs were basically a square but I thought that was because of the lag.

I made a lowpoly model to test and noticed that I was getting ridiculous slowdowns in the UV (2d) panel so I looked around and found out that you're only supposed to use one UV layer. That makes sense now but I had the impression that you needed a UV layer for each material... ::)

After removing all but one of the UV layers I was able to paint just fine even on the higher poly model. So, please, add a warning when importing a mesh with multiple UVs. Save the noobs! ::)

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