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Topics - zurhoch

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Hi guys!
I made a function that lets me change 1 parameter to control the scale and position (transformation) of my height map output. I'm using a material transform so I'm getting the data as vec4?  Everything works fine, but I only want the end user to be able to see and change 1 slider.  How do I go about doing that?
Here's some images to show what I mean:

I only want the slider for "Tire_Scale" to be visible to the end user since that parameter controls everything.

does anyone know if this is possible, and maybe can upload this handy thing to Share?  I would've done it myself but I lack the programming skills  :-\

I'm going a bit crazy here... all I want to do is pack 4 grayscale maps into 1 output so my workflow is a tad more optimized.
It's working fine when I export as TGA, but not when exporting as TIF or PNG.. what's going on?  :o

So, I've watched the Substance in UE4 series, I only watched the parts that were related to exposing parameters and working with the substance file in UE4.

I seem to be going wrong about this, or don't quite understand the way Substance integrates in UE4.

Usually when I make a material in UE4, I'll make a "master", then expose some parameters that can be tweaked later on. From here I'd just create instances of the "master" material and apply them to different objects - now this is just for very simple materials that control color, roughness, metallic values.

I've imported a substance file with quite a lot of parameters exposed, it generates the maps and a material for me, so far so good.  Now, if I want variation of the same substance, I need to import another graph instance and change the parameters? But when I do so, I double the amount of maps and material generated. Which as far as I know, isn't very optimized.  I must be missing something here...

I've watched this video tutorial by Quixel team about how they set up master materials in UE4 using exported maps (, it seems much more functional for me, you make your base maps and wear and tear maps, and then control the variation in engine using exported masks, and you can have as many instances (variations) as you want basically without the need to generate more texture maps.  How would one achieve this with Substance?
Any chance for a video tutorial on how to go about that type of setup?

Hi, I think this is a bug, when using the lazy radius feature and painting on the 2D UV space, the radius is just HUGE, it needs to be set to something like 0.1 or 0.2 to be practical, and it's giving me this result even though my brush settings are set to alignment: UV and size space: Texture

SubstanceSubstance - Discussions - GPU accelerated baking?
 on: December 06, 2015, 03:36:56 am 
Hi Allegorithmic team,

Was wondering if this is something you're looking into, to implement to the bakers?

I did some tests using Knald Demo, and it's quite amazing.
Just as an example, baking an AO map @ 4k, 16 AA samples, 1024 rays - took less than 15 minutes on my GTX 970, and the results are super clean.

Just want to be sure, I'm trying to solve an issue with one of my bakes and I just can't seem to get over it.. been at it for hours frustrating  >:(

When baking with cage, substance designer / painter is using the normals of the cage mesh to shot the rays from correct?  So basically it ignores all of the settings under Average Normal and Frontal / Rear Distance boxes yeah?
So if my cage normals are all set to soft edges - it will basically be like Average Normal on, and if they are split into hard / soft edges - it will be like Average Normal off?

I usually don't have issues when it comes to baking, but sometimes I get so confused and uncertain of what is going on

Hi, I'm working on a project at home, and I want to export a smart material I've created so I can continue to work on the project at school, is this possible?
I've Googled it but couldn't find any answer.  And when I right click the material, all I can see is export to Share, which I don't want to do :D
Is the smart material attached to the .spp? So when I load it on my school's computers, I'll be able to use it?

Hey Allego team,

I love your products, but with all of the options out there, it's getting a bit confusing to know what to chose when creating a new project, or when baking maps.

For example, when baking curvature maps you have 2 options: Per Pixel and Per Vertex, but I doubt users know what these options actually do.
Now, of course we can look up the documentation online, but I think it would be much more intuitive if there will be small tooltip when you mouseover the options.

Another example is in designer it's confusing to know when to have "always recompute tangent frames" and "compute binormals in fragment shader" on or off in the project preferences.
And in painter, to have "compute tangent space per fragment" option on or off.

Would it be possible to have better floating tooltips with a description for each option?

Hey guys,

I hope this will clear up my intention a bit more:
Say, I have this low poly model, but no high poly to bake from:

is there any way to make a normal map in SD to smooth the edges so they are not so sharp looking?

because I don't have a high poly to work from, and I don't really want to create one either :D  I want to 'fake' it using a normal map created in SD and then also create a brick texture in SD for normal and diffuse

So, I'm trying to figure out if this is possible, and if it is, how to go about it...

I know that you can bake 1 *file* that contains multiple meshes in it (low and high poly meshes)
Like this setup:

And the files contains multiple meshes within them, like this:

But, is it possible to bake with a setup like below?

Everyone that uses xNormal know what I mean, I want to load multiple files, and then bake all of them at once, so I end up with 1 map for each of the bake types in the list. I'm just trying to make use of the great match by name option instead of exploding the meshes.

Oh and if you ask why would I just not export as 1 file with multiple meshes in it, it's because I use modo with PipelineIO , which is a script that automates export (auto triangulate, saves hard edges, vert normals, resize), but it doesn't have the option to maintain separate meshes, sadly.

Substance Integrations - MODO - Batchtools for 801 / 901?
 on: October 31, 2015, 09:46:51 am 
Hey Allegorithmic team!

Wanted to know if there is a plugin to help bake from Modo 801/901 like the one created for Maya (which is insanely awesome and helpful!) ?

Hey guys,

I want to add some HDRI that I got, mix of .HDR and .EXR files.
I set up a filter under my 'user library folder' - redirect to the folder where I put all of them using 'URL' - but nothing is showing up.  Is there a different way to add them?


Hey guys,

I'm in the process of learning SD.  In order to make it easier for me to follow, I break my outputs into their own graphs, something like this:

In the final graph I composite all of the other graphs:

I'm trying to add parameters such as: changing number of bricks, changing albedo color, and some others..

Here's the graph for the brick pattern.  As you can see, I've already added the necessary parameters to control the amount of the bricks:

But in the final graph where I composite it all, I can't see these parameters - why is that?

Appreciate the help!


I bought the substance live package, and installed it on my laptop.

I got a new desktop (FINALLY!), and was wondering if I can install the software on my desktop as well, so have it installed on both machines, but only work on 1 machine at any given moment?  Or can I only have it installed on 1 machine?


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