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Topics - 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.

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?

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.

Hi there,

With the Winter release I'm very excited to explore the ACEScg workflow, but I am a little confused about it still, which I hope to clear up with some discussion here. I have a few questions. I'm working towards producing some personal projects in VRay for 3DS Max, so perhaps with that in mind I'm looking to use Substance the correct way towards a ACEScg output from the VRay Frame Buffer. I'm happy to discuss ACEScg for other outputs, as my license for VRay is expiring soon, so I'm considering alternatives that might be a little less painful, so if you're into using ACEScg for any other output, please share your thoughts and process!

1.) When configuring the Color Management settings for ACEScg in SD, what does this ultimate mean for existing substance sbsars? For instance, if I download something from Substance Source, load it into my SD graph setup for ACEScg, what will the output for that substance be? Are all substances Linear sRGB, or just sRGB?

2.) When configuring the Color Management settings for ACEScg in SD, do you also need to convert existing sbsar assets with the "Linear sRGB -> ACES" node for correct ACEScg output, or is that already handled by the settings configuration?

3.) Does having an ACEScg conversion color space in SD with ACEScg output mean I don't have to convert my textures in max using the VRayOCIO tool configured for ACEScg?

I'm aware that I need to change the rendering color space in VRay using the maxscript listener, however (in case anyone is wondering, type this in max script listener to change rendering color space to ACEScg: "vray.options_rgbcolorspace=2") [change the "...2" to "...1" to revert back to srgb.] I'm wondering if there is some way of profiling a render or texture to determine with certainty that it has been configured for ACEScg properly, as right now it seems extremely convoluted with a high margin for error with there being potential for overlapping "corrections" in each tool.

Any discussion on ACES for other platforms is also welcome.

Content - Substance Source - Source Home Page
 on: April 03, 2019, 09:07:03 pm 
From a UX perspective, it is horrifying to open up Substance Source website and have to look at a big ugly mole and creepy scar every time. While those materials are amazing, maybe it would be been wise to put hose at the bottom of the list lol.

Getting a 502 error when attempting to login.

Hope this is resolved soon.

Ever since the summer update, it seems compact material connections almost never work with sbsar instances. Was this intended?

EG: I instanced a sbs graph and a sbsar graph of the same material from substance source, in my new graph, and compact material mode only worked with the sbs instance.

It's not a huge issue, but not every substance has a sbs.

SubstanceSubstance - Discussions - Substance Days 2018?
 on: May 10, 2018, 10:57:55 pm 
Is Substance Days happening this year?


I'm having issues with the substance update custom package when trying to update my scene's substances from 2017 to 2018. I think the issue might be specific to MacOS. I ran through the video released on the official Youtube page, and an issue I encounter was that I never got the --Reflection-- menu, after changing the Editor settings serialization to Force Text. The menu just doesn't appear anywhere, and there is a error that occurs, related to the Reflection.dll.

Just wondering if there is anyway around this, as I would really like to translate my project to Unity 2018.

This doesn't happen very often, but recently I've been having a couple issues with specific mesh components that are for some reason being ignored by bakers in both SD and SP.

I'm doing the Mesh ID baking approach, with each mesh component named perfectly, UVs are great, all xforms reset before exporting, etc. The bakers just are not picking up some of the mesh components, and are just leaving them blank in every baker that requires a Mesh ID (AO from mesh, Normal from Mesh, and Color ID).

Anyone know what else could be causing this? In the mean time I'm gonna just do a material ID bake to see if that works. I'm using the default .01 for front a rear projection values, which normally works just fine.

Substance DesignerSubstance Designer - Discussions - Setup for Scanning.
 on: February 15, 2017, 12:33:13 am 
I'm so pumped for the new features in SD6!

I was hoping the tutorial for scanning materials would feature a little bit more information about how to set up your lights and tripod for the best results. Can anyone point me towards a best practice for taking these kinds of photos for scan processing?

Substance DesignerSubstance Designer - Technical Support - Publishing Failed
 on: November 14, 2016, 07:35:45 pm 
Hey guys,

wondering how to solve problems like this when it comes to publishing sbsar.

"wrn: Can't find subgraph input:
wrn:    Input identifier: input_16
wrn:    Subgraph Url: pkg:///multi_switch_grayscale?dependency=1260970920
wrn:    From Graph: pkg:///shape?dependency=1247834381"

Any help would be greatly appreciated!

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