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Topics - shellcasing

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Twice now, I have been editing the chromatic glass material, and substance crashes.

It seems to me that the difference between the paint view and iray has grown with regards to roughness. I cold be wrong, but I feel like the live view used to have a much more accurate representation of how roughness would look in a renderer, and now a value of 0 roughness still looks pretty flat (rough) in the live view. Then when you switch to iray looks super smooth and glossy.

This is super annoying, and I feel like this is recent.

So I would imagine the plugin to be great if you are working with regular texture sets, but if you are working with udims it sucks. You have to know what parts of the model go with which udims. So basically you have to either open up your modeling app or painter to figure out which udims go with which parts and drag and drop that way. Slows the entire process down, a lot.

So I made some materials (a crap ton actually) in Alchemist in SpecGloss. I exported them in SBSAR and none of them have any color info. Every one is black. So I created some materials in MetalRough and exported SBSAR and they are fine. So I exported the metal rough to SpecGloss as sbs file, and all the dependencies exported properly. I open the sbs file in Designer, and export as SBSAR file and none of them have any color info. I even went and manually set the color profile for each texture. I have attached log files for both alchemist and designer.

Is there a way to get alchemist to use more resources when exporting? It exports so slow and then when I check task manager it's barely using any resources.

Substance Alchemist - Feature Requests - Shortcut Keys
 on: May 03, 2020, 05:01:07 am 
How about a few more shortcut keys.

New material
switching between explore create inspire and manage
3d/2d/split views
Saving material
enabling shadows

Substance Alchemist - Feature Requests - Bulk Exporter
 on: April 29, 2020, 10:43:13 pm 
Exporting materials one at a time sucks. I want to be able to export a project or even a folder would be better than one at a time. Seems like a no-brainer.

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If I try to use the brickwall generator it always makes the material super dark blues, reds, and greens. My almost white material becomes almost black. all the time.

So I'm projection painting packed displacement maps onto my model (ie. R channel=Displacement, G=Tertiary, B=Micro)

FYI, I changed the base color to be RGB16F.

This is the first time I've tried to use substance for this. Normally I use Mari.

I keep getting these dark coffee stain looking marks on the mesh. I'll go back and clean it up only to have them appear somewhere else on the model. I can't seem to figure out what's causing this to happen. I have attached a photo of this.

Any ideas or thoughts?

I am exporting from Zbrush 2018. Any reason this would happen?

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