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Messages - dukecg

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A JSON Schema would be immensly helpful in deciphering this :)

  • Will be 3D. You'll be able to procedurally generate (using signed distance fields*) or reference and rasterize 3D meshes.
  • Most nodes (where it makes sense) will take a 3D position input and fall back to 2D if one is not supplied.
  • There will be a loop node, with a beginning and end. All nodes will have access to an $iteration variable in their function graphs.
  • The in-editor SVG design experience will be closer to a simplified inkscape.
  • There will be better SVG support for things like repeating a pattern along a stroke, anti-aliasing, etc.
  • Most nodes will be material based, so you can feed for example the Tile Sampler with an entire material rather than a single input. I don't expect this to magically work with Normal Maps.
  • It will support and generated multi-channel distance fields for hard angles**.

*For more on modelling with signed distance fields, see:


Content - Substance Source - No source (sbs) files?
 on: March 16, 2018, 03:44:51 am 
Is there a reason many of the substances on Substance Source don't have sbs files? I learn a lot from them :) I'm specifically after Low Tide Seaweed Covered Soil and Low Tide Moss Rock.

I understand why third party ( ones are only sbsars.

Ok nevermind, it's just a warning and of course I can't write to the SAT directory. I'm getting this error now on another graph:
[ERROR][SBSCooker]Can't find subgraph:
   Subgraph Url: pkg:///histogram_scan?dependency=1149349207
   From Graph: pkg:///Pebbles2?dependency=1313200203
   ... (repeated 2 more times)

histogram_scan is definitely standard! Am I able to PM you this graph?

Now it's giving me a different error:

C:\Program Files\Allegorithmic\Substance Automation Toolkit>sbscooker "D:\Dropbox\Frontier\Textures\" --includes "c:\Program Files\Allegorithmic\Substance Automation Toolkit\resources\packages"
[WARNING][SBSCooker]Input or variable not found:
   Variable Name:
   Parameter Name: opacitymult
   From Graph: pkg:///Bruno_Caustics_Generator?dependency=1313195143
   Node ID: 1222854299
[ERROR][SBSCooker]I/O Error: can't write file 'C:/Program Files/Allegorithmic/Substance Automation Toolkit/Bruno_Caustics_Generator.sbsar'
[ERROR][SBSCooker]Save archive failed !

I looked at the dependency manager and its all built-in packages. Also, how do I have multiple includes?

SubstanceSubstance - Discussions - Potential new awesome workflow
 on: March 15, 2018, 12:50:48 pm 
So Graphine who make Granite for Unity and Unreal released version 5 sometime in the last week. Granite does virtual textures. The big new feature for me is Procedural Virtual Texturing. This means it renders a user specified material at an enormous resolution (like 10 pixels per cm) and does fancy stuff by dicing it up and only loading what you need. It doesn't save any of this permanently to disk, meaning there is absolutely no disk requirement on install (although you need the space for the cache).

The Substance plugin for Unity, Unreal, etc. allows you to generate large textures at runtime, meaning you redistribute a simple graph file and not the whole texture set.

If we combined the two, you could potentially have gb's worth of large textures (4k, 8k) generated at runtime with little cost and a tiny redistribution footprint. Before you could generate Substances at runtime but you were limited to sane sizes, usually not going beyond 2k (and they didn't work with UE4 texture streaming), and the texture count still mattered, but if we combine the two we can have very large textures at a small runtime cost. Granite's footprint is like 500mb VRAM.

I don't know about you guys but I like the idea of making a game with a 500mb install and GB's worth of runtime generated content.

Thanks David, i'll give that a shot tomorrow.

Come on guys I posted this 5 days ago. Surely an ongoing subscription means some level of support?

I'd prefer to keep my tool all in one, so because the current python api a) doesn't allow cooking sbs to sbsar with dependencies embedded and b) just calls sbsrender, i'd rather keep it all in C# and just call sbscooker and sbsrender.

When I call sbscooker with an empty file, it's fine. When I call it with any of my files or a relatively simple file from Substance Share, it says it cannot open the package.

Here's an example of what it wont read:

Content - Substance Source - Signature series nominations
 on: March 03, 2018, 08:39:02 am 
I'd really like to see this guy:

... do some substances :)

Also these guys:

I can hear myself echo in here.

Any news?

You can tell UE4 to use the GPU engine. Also, it's the flood fill nodes that don't work with the CPU engine as far as I know.

It just crashes and windows told me it crashed, no specific error message. Here's the set of scripts:

I'm using a very simple python script copy/pasted from the demo, and its crashing at the parseDoc() call.

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