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Messages - Wes McDermott

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46
Awesome, thanks for taking a look into this!

HI,

Taking a look at the compression setting. Are you using the latest 2.4.3 plugin? In 2.4.3, setting the compression to RAW results in an RGBA UNorm map. We did have an issue in previous version where alpha8 was used.

Cheers,
WEs

47
Substance Integrations - MODO - Re: MOdo plugin not working
 on: January 06, 2020, 09:00:27 pm 
I am asking the team if we can release just a modo 13 compatibility version ASAP.

Cheers,
Wes

Thanks Wes! Manually importing maps is getting really old.

We have a build ready with Modo 13 support and the Substance v7 engine update. It should be going on the website this week. I asked our team to upload to our site and provide new links.

The v7 engine update is for compatibility with the latest version of Designer. It doesn't yet work with the new value outputs but we are working on that now and will have it soon.

Cheers,
Wes

48
Having the same problem. Using Unity 2019.3f4 and HDRP 7.1.7, and Substance plugin 2.4.3

If I export a bitmap from a graph in Substance Designer and import into Unity, the texture looks correct and I can choose the compression settings appropriately.

If creating a SBSAR and importing into Unity, there are 2 problems:

1. Setting Format to RAW instead of Compressed creates an Alpha8 UNorm texture in Unity, missing RGB values and only putting something in the Alpha channel, whereas setting to Compressed creates an RGBA Compressed DXT5 texture correctly.

However, the compression looks bad, with lots of square artifacts. It's as if the compression mode is "Normal Quality" in Unity, whereas if we could set "High Quality" compression in Unity the artifacts go away.

2. If trying to bake a texture using the SBSAR in Unity, it will bake out either the Alpha8 texture if format is set to RAW, or the compressed version of the texture with artifacts (even with no import compression settings) if format is set to Compressed. This is really messed up.

Hi,

Thank you for reporting this issue. I will ask our team to look into this and we will make support tickets for this issues. I'm sorry I don't have a workaround for this but I will ask our team to make this a priority bug fix.

Cheers,
Wes

49
Hi there

I'm struggling the the same issue.

Is there anything on the roadmap for 2020 regarding:
1) GPU Support for Unity
2) float support for Unity

Many thanks

Hi,

I will ask the team for more info on this. We have currently been focused on the core plugin stability for 2019. We wanted to make sure the foundation is solid before adding new features for GPU and floating point. However, both of these features are on the roadmap for 2020.

Cheers,
Wes

50
Hi there

This issue is still occurring.

I disabled BITCODE https://docs.substance3d.com/integrations/publishing-for-mobile-172823474.html but I am wondering if there will be a fix, not an undesirable workaround

Thanks

HI,

I am asking for an update on this. I will ask the team to look at this for our next update.

Cheers,
Wes

51
Substance Integrations - UE4 - Re: UE4 4.24
 on: December 18, 2019, 03:13:28 pm 
Do you have a time-frame when the plugin will be available for 4.24?

thx

Hi,

We are working on getting 4.24 out ASAP. I talked to the team yesterday and I'd like to see us submit this week. I will double-check again on this.

Cheers,
Wes

52
Content - Substance Source - Re: Scaling
 on: December 18, 2019, 03:08:57 pm 
scaling option not included
displacement - not included

big bummer. also for UE4.
very bad user experience.

please let the dev team know to make proper fixes.
appreciate it and keep rocking!
cheers

Hi,

Can you please give us more detail on the scaling issue? Are you referring to tiling or working with the actual scale of the material in relation to the object size?

We also need more info on how the user experience is bad in UE4 and we can help.

Cheers,
Wes

53
Substance Integrations - Unity - Re: Any news with URP/HDRP ?
 on: December 17, 2019, 10:46:09 pm 
Hi there,

Substance said in the Unity Asset Store 3 mths ago that substance textures will work with LWRP. However when applying sbsar base color texture to material , the material turns black. FYI I raised this in forum https://forum.substance3d.com/index.php?topic=31723.msg121296#msg121296

Video of error: https://drive.google.com/file/d/1gW2_h7diuTx3wQ28XeD6hDaXIqKFeosY/view?usp=sharing

Should this work in lwrp, did I missunderstand Substance's reply in the asset store or should i report this as a bug?

Thanks a bunch for clarifying

FYI - reference in unity's asset store comment for Substance in Unity asset: posted 3 months ago by user theywait title "Does not work with Unity 2019 LWRP" and replied by Substance. https://assetstore.unity.com/packages/tools/utilities/substance-in-unity-110555

Hi,

I checked on this issue and indeed the material is setting itself to black. This seems to be some type of regression as this used to work. I am asking our dev to take a look at this issue and I've logged a bug ticket for this issue.

As a workaround, I was able to go to the substance graph, make a parameter change and the material would render again. We need to see if this is caused by an update in Unity or our plugin. We are investigating this. 

Cheers,
Wes

54
Hi

I'm Trying to build My Project with Substance Plugin On Xbox One But There is Complie error Compiler Can't Open "pfxlinkercommon.lib" file.

How can I get that file or Do you have a Substance Plugin For Xbox One?

Thanks!

HI,

You will need to get the specific console plugin. We are required to first verify you are in the xbox SDK program. Can you please email me at the3dninja@adobe.com?

Cheers,
Wes

Any chance we could also reach out to you to tackle this verification?

Cheers!

Hi

Absolutely : ) Drop me an email at the3dninja@adobe.com

Cheers,
Wes

55
Hi,
I try this demo on a mobile phone, the texture is completly white even use bake mode and also crashed when any parameter changed.
How to make this work on mobile phone?
Thanks.

Hi Weibo,

The UE4 plugin doesn't support mobile builds. This is something we are working on but it will take time to implement. We will be changing some core functionality to support utexture2d, which will greatly improve the plugin.

Unfortunately, I don't have a workaround at this time.

Cheers,
Wes

56
Hello,

The Substance Plugin for Houdini lets you load Substance Archive files (SBARs) into Houdini in COPs (the Houdini texturing context). This gives you the ability to chain Substance nodes together, feed the output of Substance graphs to all parts of Houdini (Terrains, Materials, Geometry) and many other workflows.

We have worked closely with the SideFX labs team to provide the best integration between the 2 powerhouses of proceduralism, and will continue to do so as we support it.

The plugin is initially released only for the Windows Platform. Linux will be released shortly after the Houdini 18.0 launch and Mac will follow shortly after that.

You can download the latest plugin here.
https://www.sidefx.com/tutorials/sidefx-labs-substance-plugin/

https://www.sidefx.com/tutorials/sidefx-labs-installation/


57
Substance Integrations - MODO - Re: MOdo plugin not working
 on: December 02, 2019, 03:47:50 pm 
Any updates on this? It's been almost three months since your last report.

Hi,

I'm sorry but I don't have any new information to share. The plugin is being worked on. We have added a new developer to work on Modo and it's taking time. We are adding modo 13 support as well as new features for compatibility with the Substance value output that was adding in the v7 Substance Engine. I am asking the team if we can release just a modo 13 compatibility version ASAP.

Cheers,
Wes

58
Hi

I'm Trying to build My Project with Substance Plugin On Xbox One But There is Complie error Compiler Can't Open "pfxlinkercommon.lib" file.

How can I get that file or Do you have a Substance Plugin For Xbox One?

Thanks!

HI,

You will need to get the specific console plugin. We are required to first verify you are in the xbox SDK program. Can you please email me at the3dninja@adobe.com?

Cheers,
Wes

59
Hi there,

I'm starting the migration of a large project from 2017 to 2018 LTS. However when reimporting most of my sbsar files unity failes with the following errors (I have to press cancel as a popup windows says there is an invalid access to file otherwise project won't launch ):

Code: [Select]
FormatException: Input string was not in a correct format.
System.Number.ParseDouble (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
System.Double.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
System.Double.Parse (System.String s, System.IFormatProvider provider) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
System.Convert.ToDouble (System.String value) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
Substance.Editor.SubstanceImporter.GetInputValue (System.Int32& index, System.Collections.Generic.List`1[T] graphLines) (at <af460b94ceb94676b2efa7d55a7d8759>:0)
Substance.Editor.SubstanceImporter.ApplyReflection (System.IO.StreamReader file, Substance.Game.Substance substance) (at <af460b94ceb94676b2efa7d55a7d8759>:0)
Substance.Editor.SubstanceImporter.UpdatePlugin (Substance.Game.Substance substance) (at <af460b94ceb94676b2efa7d55a7d8759>:0)
Substance.Editor.SubstanceImporter.OnImportAsset (UnityEditor.Experimental.AssetImporters.AssetImportContext ctx) (at <af460b94ceb94676b2efa7d55a7d8759>:0)
UnityEditor.Experimental.AssetImporters.ScriptedImporter.GenerateAssetData (UnityEditor.Experimental.AssetImporters.AssetImportContext ctx) (at C:/buildslave/unity/build/Modules/AssetPipelineEditor/Public/ScriptedImporter.cs:20)
Code: [Select]
Cannot open file "..../.../...sbsar.meta" for write.
Code: [Select]
Failed to write meta file 'Assets/.../.sbsar.meta'.
Code: [Select]
Asset import failed, "Assets/.../sbsar" > FormatException: Input string was not in a correct format.
System.Number.ParseDouble (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
System.Double.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
System.Double.Parse (System.String s, System.IFormatProvider provider) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
System.Convert.ToDouble (System.String value) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
Substance.Editor.SubstanceImporter.GetInputValue (System.Int32& index, System.Collections.Generic.List`1[T] graphLines) (at <af460b94ceb94676b2efa7d55a7d8759>:0)
Substance.Editor.SubstanceImporter.ApplyReflection (System.IO.StreamReader file, Substance.Game.Substance substance) (at <af460b94ceb94676b2efa7d55a7d8759>:0)
Substance.Editor.SubstanceImporter.UpdatePlugin (Substance.Game.Substance substance) (at <af460b94ceb94676b2efa7d55a7d8759>:0)
Substance.Editor.SubstanceImporter.OnImportAsset (UnityEditor.Experimental.AssetImporters.AssetImportContext ctx) (at <af460b94ceb94676b2efa7d55a7d8759>:0)
UnityEditor.Experimental.AssetImporters.ScriptedImporter.GenerateAssetData (UnityEditor.Experimental.AssetImporters.AssetImportContext ctx) (at C:/buildslave/unity/build/Modules/AssetPipelineEditor/Public/ScriptedImporter.cs:20)

Thank you for your quick insights.
Best

Hi,

Would you be able to share with me the 2017 project? We will take a look at what is causing the issue.

Cheers,
Wes

60
When I use:

Code: [Select]
SubstanceGraph _substanceGraph = _proceduralMaterial.Duplicate();

and then at a later time I do the following:

Code: [Select]
               
_proceduralMaterialMaps.QueueForRender();
_proceduralMaterialMaps.RenderAsync();
_textureMaps = _proceduralMaterialMaps.GetGeneratedTextures()[0];
_material.SetTexture("_TexMaps", _textureMaps);

I a yellow corrupt texture.

See attached picture.

I tried to also tried doing RenderSync() as well as doing GetGeneratedTextures() after a delay, but the textures are always yellow/corrupt.

Any ideas how to fix this?

Hi,

This is a bug that was introduced in 2.4.1. We have a fix for this in 2.4.2. We are working to get this released ASAP.

Cheers,
wes

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