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Topics - 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?

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.

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.  :-[

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.

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