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Messages - conradsly

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Hi guys,

I was working on a dynamic brush graph thinking about stamp index and such, when I started thinking it would be cool if stamp index could be used on other ways, like in a tile generator for example. I figured that would be a tremendously expensive calculation, so my thinking led me to speculate about what a Houdini-like procedural dependency graph could be like for Substance Designer.

I guess it would work like making a node that takes an input graph, and bakes and caches like 64 - 512 seed variations, to offload the real-time calculation, that a new tile sampler node could take as an input that can sample from this cache, either selecting random iterations or sequential. This would basically mean you would never see repetitions whatsoever in your tile samples, which I guess would be overkill for most situations but could be a future forward methodology for procedural textures :)

Content - Substance Source - All of my points are gone
 on: February 10, 2021, 07:22:06 pm 
Hi there,

I've been a long time subscriber to substance, accumulating source points for some time. I think I was upwards of 600 points. Today I logged in to discover that there have been a few changes to source, the most glaring one being that all of my points are gone. I hope this is simply because there has been some error in the system.

Please let me know what's going on, I would like my points back.

I'm having the exact same problem since the latest update as well. It's not laggy for me, the curve editor is dropping my mouse click input, dropping the point on the curve half a second after I select it, making the tool pretty much unusable.

In previous versions of SP, I could update my mesh in the project configuration and it would retain the brush strokes and layers. Now when I change the mesh there it gives me a brand new scene (deleting layers and brush strokes). Anyone else experiencing this?

It is a problem that is occuring in any graph/subgraph, not limited to one package. I can recreate the problem with Substance Source assets.

Hi Nicolas thanks for the reply,

Are you referring to this?

Edit > Preferences > Graphs > "Enable Graph Editing in Context (experimental, will affect performance)."

I have it unchecked, never checked it on before. I do see the yellow text in the bottom corner though, saying "referenced by loaded graphs." I usually see this when I'm doing exactly that, referencing graphs in other graphs. But like I said before, I used to do this a lot with no problems. If I forgot to reduce the parent size in my subgraph before loading into my master, it wouldn't make SD get stuck and require a scene reset and sometimes an "End Process." Now even if I go back into the subgraph and correct the mistake, no nodes will compute, everything is stuck.

This is still a major issue for me.

Does Substance continue to compute nodes in referenced sub graphs? I have a feeling it is hanging because it is computing nodes between several different graphs if they are referenced.

It happens on any graph, and the graphs aren't complex. This behavior in SD seems relatively new, as in previous versions, changing the graph parent size would always recompute successfully, even if you would change it before the entire sequence had computed.

I'd like to add that saving, closing, and reopening the package does not help, Substance Designer is stuck indefinitely until I end process, it continues to hog resources well after I have closed to program the conventional way.

Is there a way to refresh the computation?

I'd like to add that every node is unresponsive while the calculations are happening. It used to be that you could see each node resolving down the chain. Can anyone else confirm they are having any kinds of issues like this? It seems to be taking ages longer to calculate as well.

I've noticed, that since a couple versions ago, if I'm working on several subgraphs and a master graph, if I happen to forget to reduce the parent size to 256 before I jump over to my master graph, Substance Designer will hang pretty much indefinitely, and if I exit the software, it keeps running and I have to Ctrl Alt Delete to end process before I'm able to launch it again. While it is hung up, I'm able to do stuff, the nodes just won't compute, or take ages to (way longer than normal).

In previous versions, I could quickly just jump back to the subgraph and fix the issue, and the graphs would all recompute nicely, but now everything just hangs, and will continue to hang and use resources on my computer even after I close SD. It's simple enough to kill the process and clean up my methods, trying to never make this mistake, but I'm just wondering why this is happening now. Is there some new setting that I should toggle on to help this issue?

I'm not sure if I am either a dummy or if something has changed about this node recently, but I can't seem to figure out how scaling works with Shape Splatter anymore, and it seems very limited. It seems to be arbitrarily capped at a value of 5, so what do you do if you want to make each tile bigger than 5? There is also no readily apparent way to increase the density of the splatter either

Like say I'm happy with the scale from a specific x and y amount, how do I then crank up the density of the splatter without changing the scale?

The wonderful Hugo Beyer illustrates this issue at minute 56 in this video:

Maybe I'm not understanding how to use the input maps properly, but I suspect something is up with the node.

I guess I'll resort back to using the Tile Sampler, but I would love to have the splatter data to work with.

Are there any more resources or technical support for creating different kinds of dynamic stroke brushes? I've followed the stuff on the academy but it doesn't seem to paint a complete picture of what you need to know. For instance, how does one go about using $time and random seed with regards to creating dynamic strokes? It would be great to put some some more examples, or make it possible to deconstruct .sppr files to see how they're made.

Was going to start my own thread, but I figured I could just contribute here, which is an idea I support.

My issue is related but different (windows specific).

Recent updates have changed the file browser on windows, and I'm wondering if there could be a toggle to revert it to the old browser, that does not constrain the user. The new browser only shows small thumbnail icons and not the images themselves, while the old one was simply the Windows explorer, which allowed you all of the features of Windows Explorer normally has, notably to be able to actually see the images (at different scales).

As an additional note on the matter, if I'm following the process correctly, the transformations go like this:

Change VRay colour space to ACES using this command in Max script listener:
"renderers.current.options_rgbColorSpace = 2" for CPU
"renderers.current.V_Ray_settings.options_rgbColorSpace=2" for GPU

In Material Editor:
sRGB texture import with bitmap node > VRAYOCIO - "in" as Utlity sRBG Texture  - "out" as ACEScg, using ACES 1.0.3 OCIO config.

The texture should now be in the ACES colour space unless I'm mistaken, and we should be rendering with ACES as well.

Now here's where I'm a bit confused still. I don't fully understand what's going at this stage, so I fiddled around until I got a satisfactory result, but I'm not sure this configuration is correct. In the VRay frame buffer, there is an OCIO settings section, in which there is an "Input Colour Space" (which at this stage unless I'm mistaken should be ACEScg), a "display device" (the only option for which is ACES), and a "View Transform" which I suppose you need to convert ACES back to sRGB or Rec 709, whatever your monitor is calibrated for, to view the colour accurately on your display, or to bake ACES back down into a sRGB image.

Please let me know if I've tripped up here somewhere or misunderstood the science behind this. I'm going to try the approach by converting the textures to ACES in SD next. I suspect I will still need to use the VRay OCIO tool, as it is the only way the material connects to the ACES 1.0.3 config.ocio


As another follow up question, does it make more sense to approach working with ACES with linear sRBG textures? Should I be using 32 bit EXR diffuse maps?

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