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Messages - conradsly

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Ok I've done some initial testing, and I'm rather pleased with the results so far. I'm still not 100% sure I've set it up correctly though so I'll share the process a bit.

Ok so first I needed to just grab a few assets I had in my library to set up a quick scene. I just grabbed a few photogrammetry assets I had, which only had diffuse maps as 8k, 8bit jpegs.

Now VRay has a tool called the VRayOCIO, which allows you to make color transformations on your textures. So I have tested using this tool for now, however I'm really uncertain about it, as there is a LONG list of transformation profiles to choose from. I chose to go with "Utility sRGB Texture", as I believe this is correct because my texture is an 8bit JPG (not linear). There are many other "sRGB Texture" configurations, I don't know why they're there but it could be legacy stuff.

So in theory, I could skip using the VRay OCIO tool, and make these texture modifications in SD by using the sRGB > ACEScg node. So I'll give that a shot next.

Awesome Nicolas, thanks so much for your insight. I feel confident in trying it out.

Can you speak a little about using ACEScg with Redshift? From a quick glance it looks quite a bit less painful to use ACES with Redshift than with VRay. I’ll download the trial when I get home from the holidays and give it a shot.

Thanks again!

Hi Nicolas,

Thanks for your response, that clears a lot of things up for sure! I have a couple of follow up question to further demystify, and I will post some images soon with testing, to help anyone else out who is trying to figure this out, specifically for VRay.

So is the configuration in the project settings from Legacy to ACES purely there so that you can preview what ACES looks like inside of SD? With that configuration I suppose you still need to do the basecolor transform using the "sRGB to ACEScg" node?

Right now, VRay is not able to output a render with OCIO profile encoded into the image, you can only preview ACES from the VRay frame buffer. So the workflow is to create a linear 32 bit render, and do the final colour grading in AE, Nuke, or Davinci, using a Linear > ACEScg workflow (it's very annoying but it works).

It's nice to learn more, but my goodness I feel that colour science is a tough nut to crack for my artist brain.

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.

The only solution for this is to export your substance out as bitmaps, and to load them in to be used in VRay RT as conventional textures. VRay RT does not support substance as of now.

SubstanceSubstance - Discussions - Re: Substance Days 2018?
 on: June 03, 2018, 07:10:56 pm 
I'm wondering if there will be an event in NA some time this summer, as I'd love to attend. Wasn't able to make it to GDC this year :(

SubstanceSubstance - Discussions - Re: Substance Days 2018?
 on: May 31, 2018, 08:27:28 pm 
But how soon?! :P

There is a node, called the "BaseColor/Metallic/Roughness Converter," which you can input your BC, metal, and rough maps as inputs, and spit out a few different kinds of outputs. If you press spacebar in your graph, and just type "PBR," it should be one of the options. You can set the "Target," to a few different PBR models, such as VRay (GGX), Arnold, or simply Diffuse/Specular/Glossiness.

SubstanceSubstance - Discussions - Re: Substance Days 2018?
 on: May 21, 2018, 12:04:30 am 

There are several ways, but I find it prone to error and an aggregiusoly long import time if you try to import and entire scene using data smith.i can’t imagine skipping Max, as it has much more to offer in terms of modelling alone.

So my method has been to create my scene in 3ds, and export each asset individually to datasmith, and rebuild the scene in Unreal. I work with VRay in 3dsmax, and the datasmith conversion with Unreal Studio is great, but sometimes isn’t correct. So while it is more painstaking to have to manually check if the imported vray materials converted properly, at lid I’m doing it one at a time it is more manageable.

So it breaks down like this for me:

1.) modelling in 3dsmax, often Zbrush for high poly sculpting.
2.) UVW Unwrapping low poly in max + baking setup
3.) baking in Substance designer (Normal map, AO, Curvature, WSN, Position, etc). Each asset likely requires different mesh data maps, depending on what effects you need to achieve.
4.) texturing in Substance Designer and often Substance painter.
5.) convert the texture set for VRay and export in an image format. I really don’t find the Substance format reliable enough to use in 3dsmax currently, at least when it comes to the conversion for VRay.
6.) import my texture set to 3dsmax and create the material for my asset.
7.) export the asset via datasmith for Unreal Studio
8.) import in Unreal Studio and make some tweaks to the material (it is not a perfect conversion) you can export things like lights, skydomes, cameras, etc as well, but I always do these individually or in small sets that make sense. Like if I have a series of 3 lights that are instance, I’ll export them as a set.
9.) go to the static mesh settings in UE 4 and make sure the lightmap won’t create any bleeding.

It’s kinda lengthy, but it works. If you’re not working with VRay materials it is probably much easier :)

I’ve had to work with Revit files before too, and my process is always to get it into Max to clean it up and optimize it before moving it to UE4.

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

Hey Wes,

I realized that I had already updated to 2018.1 before I downloaded and installed the substance update file from the youtube video link. So it was my mistake, but at least this proves out that you cannot update correctly having already downloaded and installed 2018.1.

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