Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - conradsly

Pages: 1 2 [3] 4 5 ... 7

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.

I've had some experience with this, but I'm not a technical artist, so take what I say with a grain of salt. I just go off what "looks" correct to me for use in VRay.

I have given up trying to make the Substance Plugin for 3DS Max part of my workflow for now, because the results are not good for VRay, and it doesn't work with VRay RT. So my method is to simply author my materials in PBR Metal/Rough in Substance Designer, and use the PBR Conversion Node with the VRay Target to output bitmaps for VRay Materials (Diffuse, Reflection, Normal, Reflection Glossiness, Fresnel IOR, and others such as Emissive and Opacity if I need them). For me this is desirable, because if I need to send off my work to a render farm, I don't need to worry about whether or not they have the Substance Plugin installed. Honestly, the more plugins you're using, the more likely you're going to run into trouble sending off your projects to be rendered eslewhere, so working with standard bitmaps in 3DSMax can save you a lot of headaches.

There is an issue that has to do with gamma corrections of image formats, when bringing bitmaps into 3DS Max, which has been nicely summarized here already. The image formats I'm referring to have a gamma correction applied to them as they are saved onto your disk (jpeg, png, targa)[Note: If you're using EXRs as your texture format, this does not apply, as they natively have a gamma of 1). I've found that almost all of the maps (normal, roughness [or reflection glossiness if you're using VRay], reflection map, and fresnel ior map, need to have a gamma override (from 2.2 to 1.0) applied to them when you import, or at least need some tweaking in their output curve. This is especially true for the the normal map, which pretty much looks incredibly janky unless your applied the gamma override to 1.0. Strangely, the gamma correction on the basecolor, or diffuse, map, coming out of SD, seems to be fine in most cases. Applying the gamma correction to the basecolor or diffuse map is what is making your material look "washed out," unless I'm mistaken.

There is also the color mapping system in VRay to consider, when it comes to how color "correct," your render is. By default, VRay is setup to use Reinhard, which is a combination of Linear Multiply and Exponential. Now, this can get very technical, and it's still a jumble in my head, but I have generally adopted two approaches, which I'm sure will make some technical artists groan, but I've found that I generally want to do some photoshopping after rendering with VRay 95% of the time, so for me the "correctness," of my render is fairly moot. That is not to say that you shouldn't do everything you can to ensure you get the greatest range of colors in your render, and if the following approaches make no sense for reasons I'm unaware of, I'm all ears. At the end of the day, a photographer is an artist, and a camera is an expressive tool, which can be used to create endless stylistic variations, :)

I have adopted using the HSV Exponential color mapping type, with the Color Mapping and Gamma mode selected in the advanced rollout. Your render will come out looking washed out or foggy gray, but if you save an EXR(HDR image) out with these settings, I find you have a really great range of values to work with in Photoshop. It surely is a completely inaccurate render, but the results I've gotten from it have been pretty stellar, and require less tweaking in photoshop. I just feel very comfortable with these settings, as I know what I can expect the image to look like after editing.

The second approach is to be as linear as possible, using Linear Multiply, and no gamma correction on the render. This produces a very dark image, but saving out an HDR means that all of the values in your render are there, you just need to bring them out in photoshop, which takes considerable tweaking. You should probably use this method, as it is more correct for sure, but it's just harder to anticipate what you're image will look like before you begin post production. One of the big draw backs of VRay's frame buffer, which kinda made me shy away from the linear method, is that you cannot render LUT's or OCIO color profiles onto your image directly out of the VRay frame buffer. This seems crazy to me, and hopefully a future update changes this, as I'd rather not HAVE to use photoshop, but so it goes.

Hope this was a little helpful :)
The images I attached are just a quick showcase of how I used the PBR Conversion Node method with VRay Target selected I described, with the Linear Render method. The leather and steel materials was from Substance Source, which I simply brought into a SD graph, and used the PBR Converter on it to get the VRay bitmaps I needed for my VRay Material, then simply rendered in VRay RT :) Pretty painless.

Many of the problems stated previously in this thread are still problems with the recent release for VRay users.

You still need to use a color correction on the reflection and reflection glossiness in order to get an accurate translation of metallic materials from substance to VRay material.

The plugin straight up doesn't work with VRay RT, or requires some manual setup that I'm unaware of. For me it just seems faster to author your material in Substance Designer, and use the PBR converter to export your texture set for VRay. This method works, but the advantage of having a substance in my 3DSMax scene is still something I want, however this plugin is more of an encumbrance than a solution.

I managed to correct the problem by rebuilding that mesh component from scratch, but I'm still curious about how and why this was happening, because I was genuinely baffled by it. Any thoughts would be appreciated.

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.

First attempt at doing a material scan with the new tools in SD6, following the recent blog post. This material sample was of a piece of cardboard.

I'll include a more comprehensible breakdown of my rig soon, with some future more controlled scans.

I wanted to get a feel for the whole process pretty quickly, so there's definitely a lot of room to improve the results with more control of the light of the environment I was shooting in. Took about 2 hours from start of scanning to publishing an sbsar. Rendered in Substance Painter IRay.

awesome man, looking much better already :D

Hey Loic,

Yes, you can use height maps as displacement in SD. Depending on what API you're using (OpenGL[Mac] or Direct3D[Nvidia]), you can go to the 3D View > Scene > Mesh Display Component > Subdivision > Method, and change it to Parametric or Length. Unfortunately on Mac you'll only be able to use displacement when using iRay, due to the limitations of the OpenGL API for Mac. Set the subdivisions up a few notches, and then go to the 3D View > Material > Height, and adjust your scale to get real time displacement of your height map. This looks the best when using 5 Subdivisions, but is expensive on your GPU. Also best results when using iRay. I recommend checking out some further tutorials on using SD's iRay renderer, along with the post processing effects you can adjust in the 3D View > Camera settings.

As for you material, great job man! Looks nice, and I like the pattern. I especially like your frame titles, I had a good laugh at "Cobbling Shit Together" :D

My recommendation would be to take another pass at the roughness of your material. Just by the look of it from your graph, it seems like you didn't spend much time on the roughness channel, because your material is inherently glossy. But rarely is a material uniformly glossy. Even subtle variations of glossiness go a really long way to increasing the believability of your texture. It could be that it's just a bit hard to see with your render, so try to reposition your lights to bring out that roughness channel a bit more :) It could also be that the rounded cube is not ideal for presenting your texture. Try the high-res plane with the height map tricks I mentioned above, and see how that looks.

Substance DesignerSubstance Designer - Discussions - Re: Setup for Scanning.
 on: February 15, 2017, 06:22:02 pm 
One thing I'm also curious about, is do these new scanning tools kind of obsolesce Bitmap 2 Material? Are there plans to fold in these tools to a future release of B2M?

Substance DesignerSubstance Designer - Discussions - Re: Setup for Scanning.
 on: February 15, 2017, 06:08:39 am 
awesome Jeremie, I'm looking forward to it!

gonna try out the cardboard box approach in the meantime :)

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?

Hi Damien,

thanks for your reply. I checked out all the computation outputs and they were fine. Turns out there was a Ghost Instance causing issues in my graph. Everything is fine and working now :)

If it's not too much trouble, any information about what ghost instances are and how they turn up would be greatly appreciated!

Thanks again!

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!

Substance DesignerSubstance Designer - Technical Support - Re: Iray blackout
 on: September 22, 2016, 11:25:37 pm 
I get the reverse issue now though, where OpenGL is blacked out. Haven't figured out yet how to fix it.

I had a similar issue. Fixed it by setting the Camera to Default Camera instead of Ambient Light.

Pages: 1 2 [3] 4 5 ... 7