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Messages - Naëlle

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Alchemist relies heavily on the substance technology.  Many filters are sbsar files authored in Designer, so we can provide at most what designer provides.  For now that means only images with height and width of power-of-two.  Designer can work with rectangular power-of-two textures, but that's a very specific case we're not managing for the moment.  Neither designer nor Alchemist can use an arbitrary rectangular format.

Created materials are stored in %APPDATA%\Allegorithmic\Substance Alchemist\CreatedMaterials.

You should probably back up file %APPDATA%\Allegorithmic\Substance Alchemist\alchemistDatabase.json as well, it contains all the references to all materials alchemists know.  Trying to import an alchemist tree material (.json files) can be troublesome.

But it's probably simpler to export the project (file -> export project), wipe out your data %APPDATA%\Allegorithmic\Substance Alchemist, and reimport the project.

I don't understand.  Are you installing Substance Launcher or Substance Alchemist from the launcher?

You should drag&drop your n images in the layer stack, to create an import layer, then add the multiangle to material above.  It should detect there are n images to use.

Well, organizing a team can already be difficult, so it's perfectly possible that at times, we miss something between the teams working on different products in different cities.

But in this case, I don't understand at all ?  Alt + a left-to-right RMB drag unzooms both in painter (2018.3) and Alchemist (0.6), as well as Alt + a bottom-to-top RMB drag.  What versions are you using ?

Just a random shot - did you try to clean up the cache ?

Indeed, you should be able to download the rpm on you "licenses" page (under "my account") on

Substance Alchemist - Discussions - Re: How to emboss
 on: June 10, 2019, 11:26:08 am 
I don't have the issue with 0.6.
Could you be more precise about your stack set-up ?

Yeah currently alchemist is designed to work only for squares with powers-of-two-pixels wide.  No plans yet to improve that in the near future.

What's this material ?  Are you 100% of its output ?

Anyway we have in general a few issue with spec/gloss workflow.  Unfortunately, it's much safer to work in metallic/roughness  :(

Sure.  In that case, you don't even need to make an Alchemist filter.  You can simply do a partial material outputting the maps you want with the correct usage and then import it to your material library and drag it from your library to drop it to your stack like any material.

Rotation uses number of turns.  That is 1 = 360°, 0.5 = 180°, 0.25 = 90°, …  This is the standard used in sbs files.  You can see in Substance Designer which displays both "degrees" and "turns", but we haven't implemented the display yet.

For now, we don't have a way to swizzle the channel maps.  However if you have substance designer, you can create your own Alchemist filters.
 So a work around is to create custom image loaders in alchemist that import images with the correct usage rather than the default importer which outputs "scan1", "scan2", ...  Do not forget to fill the User Data.

Export it to sbsar then in alchemist use "import custom filters" button above the layer stack to import it.  Select the newly created filter stage and set the image input in the properties of the filter.

EDIT: For conveniance I attached the SBSAR is made to do this.


We'll stick to JSON for now.  We're also trying to keep compatibility between different versions of alchemist for transitioning from one version to another as smooth as possible.  But we can't guarantee 100% we will always be able to do so.

There's still much to implement in alchemist and we're not sure how long it will take, so we cannot give out a deadline when it will come out of beta yet.


Currently it's only possible to export images with default options.  There are no plans as of yet to add the possibility to change these options by the user.  I'm sorry for the inconvenience and for now I suggest you try to gamma-correct the exported images in another software.


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