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Messages - markv

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Substance DesignerSubstance Designer - Discussions - Possible in SD ?
 on: January 15, 2020, 01:52:12 am 
I am trying to create a generator for an image of a connected graph with a large number of nodes.  The graph does not have to represent real data, it just has to appear complex.  Something like the image here -  Another example -

Assuming I can place a large number of unconnected nodes (multiple tile generators), could I seed line start points randomly and then do some sort of pixel walk with the pixel processor (not sure if that would work or what other function might be applicable) where the line would travel in a direction until it hit a non-black pixel ?

I just upgraded to 2019.1.  When I build a substance graph, I normally hit space and then type a few letters of whatever node I want to add and it shows up in the list.  In 2019.1, I only have 14 default operators and I don't believe there are any others available.  I still find substances in the list, but none of the operators I know and love.  For example, typing Normal will normally give me a bunch of operators for converting normal maps.  I just get "Normal".

Did something change?  Did I click a button somewhere that says only show be 14 operators?

[SOLVED] - Had to let 2019 run for a bit before it found all the nodes.  Don't remember this being an issue with the nodes built in before, but I probably didn't notice.

And while I'm looking at the log file, it appears that a bunch of substances are no longer valid.  That could have been going on for many years since I never look at the log file, but is there a conversion process?  Or should I roll back to an earlier version of substance designer and have them update and save them so they're still available in 2019 ?

I own substance database and had a 100+ credits on substance source (although the name may have changed).  I also now have a substance indie subscription (and have had one since Alchemist came out).  Substance source says I need to subscribe.  I've also had substance painter tell me I didn't have a license, although a few retries and it was happy again.

I have a perpetual license or two that haven't expired.  Would they cause a problem trying to get to substance source ?

Substance Alchemist - Discussions - Re: Sub only?
 on: March 20, 2019, 06:40:35 pm 
I spent the $10 for the month to add a subscription just to check it out.  And yes, I have several products under maintenance thru 2020 right now.  Will cancel if it's not interesting.  So far, I BSOD when I add one of my sbsar files :(

EDIT : Was possibly due to a sbsar file with internals over 4096 x 4096.  I am getting TDR timeout when trying to generate one preset per extracted color with variations.  I believe I have a higher than usual TDR due to setting it for V-ray, but need to check.

Still pretty magical when it does run.

I'm running SD5.6.2.  Is it possible to import mdl files or only create from scratch ?


Content - Substance Source - Substance Database
 on: September 29, 2017, 06:53:54 pm 
I am trying to use Substance Source with Unreal Engine (although this is probably true outside of Unreal Engine).  I notice my account has only two substances.  I purchased the Substance Database back in the day.  Is there a way to get these substances to show up under My Assets?


Content - Substance Source - Re: The Path to Substance Source
 on: November 07, 2016, 09:09:25 pm 

Any details?  Is there a FAQ or post that I missed?


Content - Substance Source - Re: The Path to Substance Source
 on: November 07, 2016, 07:19:35 pm 
So, what happens to the Substance Database license and content?  I haven't seen mention of how Substance Source works with SD.




I suspect iray will be NVIDIA GPU and CPU accelerated only.

By the way, how did you enable it ?  Tools->Switch Engine does not give me the option.


I assume I enable it via Tools->Switch Engine ?  Mine only shows DX10 and SSE2.  I tried to add it but any of the files that appear to have anything to do with iray aren't legal for the engine file.

Any hints?  (I grabbed the steam version of 5.3 and not the Download from Allegorithmic if that matters)

GPU is Maxwell based.


Substance Integrations - MODO - Re: MODO 801 Plugin Open Beta
 on: February 07, 2015, 08:49:34 pm 
Wes, the link in the post above gets a 404.  The link at the beginning of the thread is working (not 100% they're identical builds).

Thanks for the hard work.  Looking forward to Substance Database 2.0 and eventual 901 support!


For what it's worth - one note (from experience) to any others having issues with the plug-in.  This hint is specific to the Windows version of MODO and concerns the BETA 801 version.  I can't vouch for the other flavors.

I have seen multiple instances where installing the beta plug-in does not fully work.  What happens is that the Help->Kit Version shows that the latest version is installed, but either doing a substance->create+load sbsar causes an immediate crash in Modo.  Deleting the modo 801.cfg file (or more time consuming - reinstalling 801) seems to fix this for me.    The config file is in C:\Users\XXXXXX\AppData\Roaming\Luxology\modo801.cfg.

Hope this helps someone else...

Also, one way to tell that all is not right in the world is that the texture->substance menu does not look like it should for the current version of the build.  Unfortunately, that is difficult to tell until you've successfully installed the latest version to know what the latest menu looks like.

Like a champ - again.  Thanks.


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