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Topics - conradsly

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Substance DesignerSubstance Designer - Technical Support - Iray blackout
 on: September 22, 2016, 11:14:00 pm 
Every time I switch to Iray it just blacks out the 3d view and makes no progress.

What's going on?!

using latest nvidia drivers and toggled off cpu in preferences.

The more I learn and enjoy using Substance Designer and Painter for each of their strengths, the more I've come to wonder why they aren't one unified application? Their individual strengths are fairly pronounced, however I guess it would just save a lot of time for someone like me, who loves using both, to be able to have Substance Painter's features inside of Designer. Being able to simultaneously work on your graph and painting your model would save a lot of time exporting between the two applications. I know I could use linked resources and have both applications up at the same time, but my computer can't handle that right now :(

Anyway, I love the work you guys have done at Allegorithmic, I imagine there's a perfectly reasonable explanation for having them separate, so don't take this as a feature request so much as wishful thinking :P

It would be really helpful if there was a visual indicator to see exactly what node is being affected by an exposed parameter when you're testing them in the Input Parameters of a graph. Perhaps a green highlight around the node that is being controlled by the exposed parameter or something like that. This would make it a lot easier to remember where in your graph you exposed parameter is, and would greatly help unpack the workflow of other artists when looking at their graphs.

Substance DesignerSubstance Designer - Discussions - Iray Subdivisions?
 on: April 21, 2016, 11:57:12 pm 
Getting up to snuff on the most recent update, and it seems that Iray controls on parametric subdivisions are now gone? Previously one could adjust the subdivision level in the 'Scene' menu if I'm not mistaken. Has it been moved somewhere? 

Substance DesignerSubstance Designer - Feature Requests - Text Editor?
 on: November 10, 2015, 01:01:22 am 
Just wondering if there are any plans to add a text editor node to SD. Would be great to cut out yet another reason to use PS or AI :) .

Substance DesignerSubstance Designer - Showcase - Conrad Sly's Substances
 on: November 08, 2015, 01:56:19 pm 
Hello all!

Here I will be posting my latest endeavors with Substance Designer and Painter. Comments and criticisms are in demand :)

Big shoutouts and praise to the generous gurus who so kindly shared their expertise with vast internet! I've learned a lot in the past few months and hope to give back a lot to this community. I still have a lot to learn, notably about optimization.

For now here's my entry into the Urban Category for the Procedural Materials Contest. Everything is procedural, save for some bitmaps used for Japanese Yen coins, which don't even really register because my lowly laptop was not able to render this substance at 4k. I'm reasonably happy with these basic 2k renders using IRay. After learning a lot from the community, this is my first try at creating something from scratch. It's nothing super fancy, and of course there's a lot of room for improvement, particularly when it comes to optimization. My substance here is rather large, just over 100MB, so I'd be grateful for any tips on how to cut that down. I will post a link to the file on Substance Share soon.

Was just studying some of the new files in June's monthly drop, and inside the leather texture sbs file I noticed there was a Bitmap2Material 3 node. I have the pro version of B2M3, but when I search for this node in my Substance Designer 5 library I can't seem to find it. All I can find is a Bitmap2Material 2 Light Node. Do I need to do something in particular to add a B2M3 node to my library?

So far I have been able to copy the node out of the leather texture sbs into a new graph, but it would be handier in the future if I could find the node in my library for sure.

I'm having issues import my sbsar file into marmoset and UE4. Doing so completely locks up my computer :( I can open it just fine in Substance Designer 5. My sbsar is not especially large, at 79mb. I'm working with 2k textures.

I'm really not sure what the issue with my Substance could be. It's a very rudimentary substance, without many effects and no exposed parameters. I am using Substance Designer 5.03, Marmoset 2.06 and UE4 4.7.6.

thanks for any tips :)

Just wondering if there is a diffusion option I might have missed when it comes to exporting maps out of SP. All of my maps exported out of SP are dilated, which is so hard on the eyes!

Substance PainterSubstance Painter - Technical Support - Minor display bug
 on: April 30, 2015, 08:19:32 am 
Having an issue with the quickmask "t" functions. The text that reads "quick mask" in the small grey box at the bottom of the 3d viewport turns to gibberish. It remains as gibberish until I restart, but the bug reoccurs as soon as I use the quickmask function. See attached image.

Another unrelated bug, sometimes my smart materials vanish without a trace until I restart the app.

I purchased Substance Designer 5 Indie a little while ago, which I now understand carries with it access to Substance Live, as I do own SP and B2M3 as well. However when I go to the Allegorithmic website and login to my account it says I don't have Substance Live on my account. Is this because I bought the software outright and don't require a monthly payment plan?

I'm a little confused about the whole thing and think that my account info should reflect what I have access to. Are these forums restricted to people who have a licence for Substance Live?

Substance PainterSubstance Painter - Discussions - FBX Importing issue
 on: April 29, 2015, 07:53:10 am 
Hello all,

I have been having an issue importing my FBX file into Substance Painter. I've been following the Allegorithmic Substance in Unreal Engine 4 tutorial by the ninja Wes, to the point at which I bring my meshes into Substance Painter. So I have exported a grouped FBX, and have baked maps from separated parts. It seems when I import my grouped mesh into Substance Painter, one of the pieces position is translated to the side. Every other application I bring this mesh into does not apply this position translation, including Substance Designer. Does anyone know why this is happening only in Substance Painter? Also when I exported the grouped mesh as an OBJ the position translation is not applied, so it must have something to do with the way I have exported the FBX. However I have other issues with the OBJ file, as the smoothing groups are royally boned in that format for reasons I also know not the answers to.

Any help would be greatly appreciated!

SubstanceSubstance - Discussions - Reflection channels
 on: November 25, 2014, 05:49:27 am 
hey everyone,

I had a thought today while I was bored at work. In front of me sat a pile of laminated flash cards, that had a rather interesting reflection gleaming on their surfaces. A spec of dust landed on my eyeball, which triggered me to close it. I then realized that the reflections on the flash cards were largely dependent on my dominant eye. Looking at the reflection with both eyes open yields a combination of two different reflections, one of which is slightly less blurry.

And so I was curious if anyone has thought of using multiple reflection channels for either specular or roughness maps to achieve the effect of a dominant eye? I often find that reflective surfaces look a too sharp in games so while I am an amateur SD user, maybe this is possible?

Not exactly sure about the difference between the pro and indie license, and was hoping someone could clear this up as I'm definitely interested in upgrading but unsure which package to go with. Right now I have the Indie license for Substance Designer, Painter, and B2M2. On the B2M3 licensing page, it says "Can I use Bitmap2Material in other products such as Unity, MODO, Maya, etc.?" 'Yes' for Pro, and 'No' for Indie. Does this mean that B2M3 Indie can't save out substance sbsar files? If it can't, couldn't you just save out your maps, bring them into Substance Designer, and then package it for 3dsMax or UE4 as a sbsar?

thanks for any help!

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