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Messages - jpeden

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I would like to know the differences / advantage of using the B2M stand alone programme to create the map outputs, vs using the B2M node which can be used within Substance Designer? As it seems that these both achieve the same output?

Glad to see that other users are in this quandry also.

Regarding your eventual workflow - would you be populating the Revit model with BIM furniture, or export to 3ds max / UE and populate with high-poly models? The issue I face is the lack of geometry detail achievable from Revit families, which really shows on high-quality renders.

Is there currently any compatibility for the use of substance materials between a 3Ds Max and Unreal Studio pipeline?

I know here are now the 2 separate plugins for using substance within each application on its own, but what about if I wanted to apply substance materials to a Max scene, then use the datasmith exporter to bring into Unreal Studio? Will the substance materials translate properly and act the same as if I had applied the substance materials directly in the Unreal editor?

I suppose this is more of a discussion opener, rather than a question - but I'm mainly trying to pin down exactly how and if all these applications and plug ins could create an effective pipeline. Maybe not right now due to most being in beta, but some time soon in the future. I also realise that some questions I have will be down to personal preference, but it would be interesting still, to gain insight.

Firstly, I'm looking to do real-time ArchViz - mainly interior. Initially I would create the building within Revit (application I am most familiar and fastest with for this element), then bring into 3Ds Max, then Unreal Studio.
Due to the flexibility throughout all platforms and the quality, I would be using substance materials for texturing. From here, the real questions begin:

1. Do I populate the model with furniture and props within Max or or Unreal Studio?
2. Do I texture the model within Max, or Unreal Studio? As both Apps support substance textures.
3. How can V-ray fit into this? As substance materials can be converted to V-ray materials within 3Ds Max. But then do you loose functionality of V-ray materials when imported into UE?
4. Could I completely skip using 3Ds Max as nothing more than a middle-man for the use of datasmith exporting? As furniture and prop assets can be imported into UE, all texturing can be done with substance in UE, and rendering also, which will be greatly improved once V-ray for UE is out of beta.

Ah i see, it was my (mis)understanding that substance materials could be non-tiling and seamless

The first suggestion worked perfectly  :D thanks.
Another thing that you may know - I thought the whole premise of Substance materials is that they negated the horrible image tiling effect? When using the substance source materials within Unreal Studio, there is still tiling visible, even when using random seed. See my attached image of the 'flat stone wall' material produced by Allegorithmic.

Only just started using the substance plug in for UE4, and need to know how to adjust the scale of the texture in the Unreal Editor please?

I don't see any obvious parameters to adjust in the graph instance of the materials I have downloaded to the project, and the tiling is far too small for the material I have applied to a mesh.  :-[

Substance plug in is only available for Unreal Studio (editor version 4.19 and up) sorry!

I followed the steps of deleting the 'substancemax.dlt' file and then installing the new plugin, and all worked great in 3ds max 2018!

Does anyone know whether this plugin will be updated to work natively with the ART renderer built into Max? It doesn't convert substance materials to anything that ART can read like it does if you press say ' substance to vray'. I know you can create a new physical material and hook up the nodes between the substance mat and the physical mat, but I haven't managed to get it to work yet, and its also not a 1-click solution like it is with the other render engines.  :-\

I see, you must have a little bit of spare money to be using zbrush and vray!

I'll be sure to join the polycount forum, thanks.

I don't suppose you could take a look at the below images to see if you can shed some light on linking the relevant nodes? I'm trying what you said - importing a substance material through the 3ds max plug in, then creating a physical material and linking the corresponding nodes together, for rendering using ART. The exported maps that are within the substance material are: base colour, normal, roughness, metallic & height.
Unfortunately, with me being new to this, I'm not 100% on which nodes go where  :-[ and the result is that the box object only shows the diffuse colour map when rendering. The substance material is a standard 'raw concrete panels' mat from substance source. The maps seem to show in the viewport, but not in the rendering output.
I realise this is probably something highly simple, but I have not yet tried it before.

Good to know that it will work, thanks.

Its just a shame that you cannot simply use the import substance material straight away, as you can do with say Arnold or V-ray.

Can I ask, what is your ideal pipeline for texturing assets etc? I'm fairly new to substance in general and am trying to gain some insight.
My actual interst is archivz....... Revit > 3ds Max, and then possibly even into UE for real-time (once I get the PBR texturing down to a T). Autodesk materials are not suported in UE so I am finding out how else to tackle texturing.

Is it possible to use the substance plugin for 3ds max to create materials in the slate editor, and render using the built in ART render engine?
I can't seem to apply the substance material to the object in the max scene. I also cannot find ANY documentation regarding the use of ART renderer with the substance material in max.

Can we get an update on the release of the plugin? We've been told its coming in 'weeks' for months.

Follow this link and scroll down to the 'Substance Plugin For Max' and download as appropriate :). It does however only say its available for Max 2018.

This is such a beautiful piece of work - truly inspirational.
I read your post on the Allegorithmic site, detailing your workflow. you mention that the assets in this piece were created using Zbrush - but does that include all assets such as the building, furniture etc? Or were these produced in 3Ds Max. Also, did you import this whole scene from max to Substance and then texture, or were they done individually?


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