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Topics - jfharper

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Unless I'm missing something, in order to download the live link plugin for the source build of unreal, devs need to download a binary UE4 version, then copy the plugin to source.  Algorithmic use to provide the source files for the plugin.  In addition, that lack of live link upgrades have been poor.  We all mentioned to you how we were not looking forward to the Adobe buyout.  Many of us felt it from Autodesk and expected the same treatment.  Decisions based on bottom line, not customers.  To advertise a live link plugin and not support it properly is a bottom line decision, not a customer decision.  Just say, we would appreciate better support, and honestly, I would expect many to hold out on give Adobe more money until they work this out.

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Substance DesignerSubstance Designer - Discussions - Rotate with Bounding Box?
 on: November 06, 2019, 02:04:45 pm 
Anyway to rotate in the viewport using the bounding box  of the mesh, instead of the pick point?  Ideally, framing and rotating with the texture set solo mesh selected would be preferred.

3
If I'm using a low poly single mesh with multiple material IDs, and want to bake, is it possible to leave the single mesh as is and use multi-high res meshes for the bake somehow?  Maybe by referencing the material ID's of the low res mesh part, instead of mesh name suffix.

Or is the only way to do this to have the low mesh separated out by mesh names with corresponding high mesh names?

I meant to post this in the baking forum, mods please move...thanks.

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SubstanceSubstance - Discussions - Designer<->Painter Live Link?
 on: September 05, 2019, 03:45:34 pm 
Is there no live link between designer and painter?  I would think there would be since there is good support for external applications.  The best I've found so far is the resource updater in painter, but I cannot update the SAME resource with it.  Meaning, create material in designer, save and publish to sbsar and move to shelf in painter, apply to model with live link in UE4, want to make a change to the graph in designer and have it update AT LEAST in painter either on the fly or with a button click or two.  Unless I'm missing it?

5
So I bought an Indie perpetual license of Substance (P, D, B2M) and am currently under 100K.  What happens when/if I make over 100K?  Do I have to change my license to the pro and pay the $?  If so, what happens if I fall back under the 100K, do I get my $ back? j/k.

Or is this really only an issue for what you make when you first purchase the license?  Just trying to understand.

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Thanks.

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SubstanceSubstance - Purchases & Licenses - Perpetual License, Please
 on: February 21, 2019, 06:23:59 pm 
I just paid my 12th payment on my subscription, I'd like to pay the amount to turn my license into perpetual instead of monthly.  I tried logging into my account and clicking Subscription where that give me a web page error...all the other links work except that one.  I cannot figure out what I am supposed to do, is there a link somewhere I am missing for this?

8
Normally, I right click my mesh in unreal and send to substance...is it possible to do something like this for UE4 landscapes?  I found the youtube vid from 2016 on making the landscape, but the stream failed in part 1 and didn't show how to actually create the material from painter.

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I can't seem to find that anywhere?

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I'm using a source build of ue4 v 17.2 and have copied the plugin there and built in vs2017 so I can see the substance icon in ue.  But in painter, I do not see an icon for establishing a live link.  using 2018.1.0.

Does painter not see my ue4 source build?  Is there a way to manually set this up?

[EDIT] Ok, I figured it out, I downloaded a binary build 19.2 UE and now I got the Send to Substance in UE and went to latest SP version and was able to send the mesh.

I'm new to SP and was curious as I couldn't get the live link to work yet.  UE keeps crashing on me with the below in the SP log:

1. So, do we need to create a material in UE first?
2. Once I started painting, UE crashed with the below errors.
3. Do I have to have all channels created in UE or SP or what?
4. I also noticed, if I tried to send the mesh to SP, UE would crash, I would have to delete the existing .sp file first, then mesh would send, but once I start painting...ue crashes.

I'm a little lost on how to use it.  I wanted to get it working, because I created a material in SP and exported manually to UE and it looks way different...not as good as in SP, so I wanted to start figuring out in UE what I need to make it look closer, probably start with better lighting in UE, etc.  But having the live link would be helpful.  Is there any tutorial on the ins and outs I asked about above?  TIA

[Plugin - dcc-live-link] Command server connection error: Unknown error
[Scene 3D] 3D scene successfully loaded
[Plugins] Loading plugin autosave
[Plugins] Loading plugin dcc-live-link
[Plugins] Loading plugin photoshop-export
[Plugins] Loading plugin resources-updater
[Plugins] Loading plugin substance-source
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Plugin - dcc-live-link] Unreal4 client connected
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[GenericMaterial] Creation of the shader pbr-metal-rough successful
[GenericMaterial] Creation of the shader pbr-metal-rough successful
[Viewer settings] Shaders instances imported: 'WorldGridMaterial'
[Scene 3D] 3D scene successfully saved
[MapExporter] The input map 'Opacity' needed by the map 'box_lp_WorldGridMaterial_BaseColor' of the texture set 'WorldGridMaterial' isn't available because: 'Opacity' channel is missing in your texture set.
[MapExporter] The input map 'Mixed AO' needed by the map 'box_lp_WorldGridMaterial_OcclusionRoughnessMetallic' of the texture set 'WorldGridMaterial' isn't available because: project has no ambient occlusion channel or mesh map.
[MapExporter] The input map 'Emissive' needed by the map 'box_lp_WorldGridMaterial_Emissive' of the texture set 'WorldGridMaterial' isn't available because: 'Emissive' channel is missing in your texture set.
[MapExporter] The map 'box_lp_WorldGridMaterial_Emissive' can't be generated for the texture set 'WorldGridMaterial'.
[StacksExporter] Map export ended
[MapExporter] The input map 'Opacity' needed by the map 'box_lp_WorldGridMaterial_BaseColor' of the texture set 'WorldGridMaterial' isn't available because: 'Opacity' channel is missing in your texture set.
[MapExporter] The input map 'Mixed AO' needed by the map 'box_lp_WorldGridMaterial_OcclusionRoughnessMetallic' of the texture set 'WorldGridMaterial' isn't available because: project has no ambient occlusion channel or mesh map.
[MapExporter] The input map 'Emissive' needed by the map 'box_lp_WorldGridMaterial_Emissive' of the texture set 'WorldGridMaterial' isn't available because: 'Emissive' channel is missing in your texture set.
[MapExporter] The map 'box_lp_WorldGridMaterial_Emissive' can't be generated for the texture set 'WorldGridMaterial'.
[StacksExporter] Map export ended
[Plugin - dcc-live-link] Unreal4 client disconnected

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Substance PainterSubstance Painter - Discussions - Can't find Base Color?
 on: March 18, 2018, 11:19:20 pm 
Just downloaded the demo, brand new to SP, watching some YT vids show a base color that can be changed for the material under parameters.  I can't find this.  My parameters shows hue slider, lumi, sat etc but no base color.  I think I need to change the material to display in physically based, but I cannot find or figure out how to do this.  Looking at the manual says to locate Veiwer Settings?  I don't have this...has the UI been changed and the documentation is not up to date?

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