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Messages - mark.sneddon

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SubstanceSubstance - Discussions - Re: Substance Days 2018?
 on: June 03, 2018, 12:09:05 pm 
The news post says :
"9:30 am to 8:00 pm on June 21"

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Out of interest, does Painter also do this dithering? Sorry for the bump

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Substance PainterSubstance Painter - Technical Support - Re: Color Picker
 on: September 27, 2017, 06:28:03 pm 
I've seen this confusion happen a fair few times. It would be great if Painter either had an option to show values in Linear or sRGB, or showed both.

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I'm going to endorse this suggestion. Having the color pickers show linear values has created a lot of confusion amongst artists from what I've seen.

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This might be totally wrong as I've not used specialization for a while and I'm going from memory, but ...

I think why this happens is because the Transform2D node resolution is set relative to the output size of your graph, and the output size of the graph is set to 256x256 by default. When you use sbsrender to render the outputs of the graph, the graph size is set to the resolution you use in the sbsrender commandline, and then the Transform2D nodes inherit that. So try just ignoring this issue, and use sbsrender.exe with the resolution you want and I think it should do what you want.

And if that doesn't work, you can do this the hard way -> the sbs are only XML format, so you can parse it yourself and find all the image input nodes, then find the Transform2D nodes that are connected to them and directly change them to be the absolute resolution you want directly in the sbs.


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The stuff you guys were showing with real-time livelink between Painter and Unity using a plugin ... is that kind of thing going to be more widely available in the future? Can we expect integrations with other commercial engines such as Unreal? Will there be some kind of SDK available for that which we can integrate ourselves?

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It is possible to do this currently, but it is not a nice implementation.

From your external tool, you can dynamically build a Painter plugin which is set to run on startup, deploy the plugin, run Painter and let the plugin open a file, export the textures and then close Painter. It works, but it is not particularly robust or nice approach.

It's also possible to control Painter remotely from your external tool using the QML websocket interface - I would link you to the scripting API documentation page but it is not available online .. ?

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As far as I'm aware they both run on CPU, I'm not 100% on that though (I'm assuming you're talking about the Batch Tools exes). I do remember finding an issue a while back with sbsbaker crashing which I narrowed down to AMD display drivers though, now that I think about it...

Whether you can run them on a box that doesn't have a GPU (e.g a server blade) isn't something I've tried.

Do you have a little wider context to the question? Might help to get a more specific answer.

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I guess you could also use sbsmutator for this functionality. You would use mutator to create a specialized "packer" sbs for each of your artist SBS. You hook up the outputted textures from the artist SBS as inputs to the packer sbs, and render it, which outputs the packed textures into the same location. You could then safely delete the packer sbs. This seems like it would be a fast process, and you could trivially change the packed format of your textures by modifying your intermediate sbs and then running this process on your artist sbs library.

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Yeah there is a couple of ways to do this.

Firstly you can probably just put an instance of your intermediate sbs into each artist sbs at the end of a graph, then whenever you change your source intermediate sbs you can batch re-export all of the artist sbs. I'm not sure how well that would deal with drastic changes to the intermediate sbs (such as adding/removing a lot of stuff at the same time)

You can also patch the intermediate sbs node directly into the artist.sbs files - but that requires a lot of hacking the xml format of the .sbs open and stitching individual nodes together, and I wouldn't recommend it.

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 :'( Thanks dude. Any chance you can move this thread to the feature requests subforum? I think this feature will be very beneficial to a lot of people.

Also, why would you choose javascript over Python?  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(

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Do you have any kind of rough timeline or roadmap of when we can expect that?

Would you recommend looking into using the python API as an alternative, for example to automatically reload materials from the shelf?

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Are there any plans to support similar functionality in Painter?

It seems like it would be very useful to have this functionality (as an option), as it would allow us to store a centralised library of materials under version control which are then applied to models in Painter using masks (and additional library-independent additive layers on top of the inherited materials) - and then easily propagate changes to the core material library throughout all production assets.

I think this will be a very strong workflow on a production scale if there was a way to do it in Painter, the functionality already exists in Designer and has proven to be very good in the past.

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Quick question, haven't found any way to do this so thought I'd post about it.

Is there any way to create a material layer / smart material in Painter which inherits properties from an outside file? An example would be that I create a blue plastic material in Designer, then import it into Painter as a smart material or filter. Then I change the Designer material to be a red plastic instead of a blue plastic, I would want that to update/reload inside Painter.

Is there any way to do this currently?

Thanks!

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