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Messages - 1kustov.dima1

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Hello! So as the topic name says - hlod's couldn't be generated with substance plugin enabled - engine crushes ( also even if you generate HLOD without substance material in the scene, and then apply substance material to mesh - engine will crash on saving). Maybe it's engine bug, may be your plugin, several people on ue4 community already mentioned this bug. So if you could check what it is on your side, it'll be great because hlod's is quite important optimisation feature, and  sbs capabilitys also very useful
It happens in UE 4.20, didn't check that in 21 yet( to my opinion it's still raw)

Hello! Never mind, i have found my mistake. ))
btw you should add functionality to delete own topics ( or mb i've missed it somewhere...)

Substance Automation ToolkitSubstance Automation Toolkit - Discussions - Re: Get Node
 on: September 28, 2018, 03:55:46 pm 
Ok, figured out where was my mistake

Substance Automation ToolkitSubstance Automation Toolkit - Discussions - Get Node
 on: September 28, 2018, 10:57:42 am 
Hello! Maybe someone knows how to get a specific node in the graph. I've digged through all of the doc's but couldn't find the right method. Magority of examples are about creation, but i need to find and get already created one( to further connect it to another so the get should return the right type). I thought to find by uid but how to wright this call (this gives me an error aGraph.getNode(aCompNodeUID='1330026956') ).I've tried '1330026956' and  aCompNodeUID='1330026956' maybe this is incorrect syntax?

Hello! Could you help me with this task. I have a couple of hundreds of diffuse textures, and I need to generate the rest of the maps ( normal, ao, etc.) Maybe you could give some advice\ workflow or maybe there is already working solution for this task? I would be grateful for any help.

It's strange that nobody knows the answer... What i'm interested in  - how does the substance work. For example
1var. I have a simple substance and if i need the runtime modification available ( f.e. dynamic snow regeneration on level loading) i will use appropriate cooking options.
2var. I have a very complex substance ( f.e. 5k ms in designer editor) and i don't want to regenerate textures every time user runs the game, all i need is a convenient tool for lvl design (tweak parameters - done, no further modifications whatsoever) - in this case if i understand correctly i will use cooking options with SGM bake parameter.
I'm assuming that Runtime modifications checkbox is for selectively bake substances(sgm bake analog) while in cooking you can indicate some other parameter, am i correct?
When SGM Bake is active - does it means that textures will be baked on cooking time and than saved on disk?
What workflow will you suggest for 1,2 and combined variations?

Substance Integrations - UE4 - Re: UE 4.17 build error
 on: March 28, 2018, 04:48:34 pm 
In 4.18 all are working fine for now ( switched solely because of this bug), what in 4.19 - don't know yet, but i will test it soon enough

any suggestion what this checkbox is doing and how to properly use it?

Greetings, I am using substances because it is very convenient to adjust some parameters in engine when I am constructing my level, and as for now I don't need the ability to change something in game at runtime. So if I will adjust parameters to my liking and then disable runtime modifications, and set substance engine behavior to Baked - does this mean that I am having now simply convenient texture modification without  any overhead from substance graph logic ( all will be processed at compile time , then baked on mesh)? I mean: the textures generated in this way will be exactly the same performance wise as the simple images?

Substance Integrations - UE4 - UE 4.17 build error
 on: March 18, 2018, 10:50:28 pm 
My project is on UE 4.17.2 version of engine. It is a blueprint project. I Am using a few substances in it. When i am trying to build or launch it - it shows me errors and failing the process.
It' s also happens on clean project with only one imported substance.
i'm using Windows 10
I have the latest video drivers and all win sdk packs ( 8.1 - 10) installed
PC cpecs
Intel Xeon E5 2683 v3 x2
hynix ddr4 2400 ecc reg 4x8 Gb
Inno3d gtx 1060 6Gb

Steps to reproduse
1. create clean 3rd person ( BP) project. Default scene
2. Import sbsr file in it ( i imported from substance share - burning coals for testing purposes in clean project)
3. tweak some parameters
4. save
5. assign created mat to object
6. Launch ( ineditor) or build for win64
Error screen

In 4.18 this problem is absent, test project is building correctly.

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