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Messages - DevinFC

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Ah ok that makes sense now thanks!

As for the memory usage you are seeing, just to get a better understanding, how many Substances were used in this test scene? Are you using the GPU or CPU Substance Engine?

There is only 1 Substance in this test scene and I'm using the CPU engine. The graph itself is quite complex though and has 13 texture inputs and 6 output textures. Graph complexity shouldn't affect memory too much but the texture inputs/outputs would right? I could run another test with a simple Substance if that info would be helpful.

Is it possible to have a Substance be dynamic and changeable in 1 map (ie a character customization screen) but then be baked to plain textures so the next map doesn't need to have the Substance runtime overhead? Based on other forum posts describing the baking options it seems like this can't be done. (,9996.msg47948/highlight,sync+and+cache.html#msg47948)

I've done some test builds and discovered that the Substance runtime adds about 1GB of memory overhead for dynamic Substances and 100MB of memory overhead for baked Substances. Is it possible to eliminate that overhead? If we bake the material shouldn't the result be just as expensive as old-fashioned textures?

Thanks in advanced!

It would be great if there was a way to interface with a graph that's currently being edited in an instance of Designer.
In particular, I want to be able to tell Designer to save whatever changes it has for an sbs in memory to disk.
All the examples I see are about reading and modifying .sbs files that have already been saved to disk.

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