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Messages - 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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C'mon guys.

Boasting being part of Adobe now you should have the resources available to stay up to date with the UE4 versions.

This was our concern for you joining Adobe...the disconnect we have seen between corporate and customer.  UE 4.24 has been out for 2 months so far.

Do you have the substance plugin ready?  Or are we to abandon and move to Quixel?

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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.

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In the painter academy series for model preparation and baking, Wes illustrates making 3 fbx files, one containing the low mesh parts separated out, one for the high mesh parts, and one for IDs which contained two mesh parts I believe.  At the end of the series the question is, which fbx do you use in painter?

Do you use the ID fbx, and bake using the low fbx and high fbx? or in order to bake by name would you need to use the low fbx in painter for your project mesh (which really contains multiple meshes) and only option for bake by name is input high mesh.
An example of what I mean here is, what if you have an imported painter single mesh that has multiple mat IDs/texture sets and want to bake with parts, enter bake maps and instead of only selecting the high res fbx multi mesh, you would specify an additional fbx file for the _low parts...so the bake would use the two fbx multipart meshes to bake in parts, then apply that to the UVs of the single painter mesh...the single painter mesh and the fbx _low would have to be the same UVs shell shape/size/resolution etc, and polycount woud have to match.

But wouldn't this work?  I'm assuming I'm thinking beyond what painter can currently do, but I was just asking if I was missing something like this that it could do already.

This way, peps that wanted to use a single low res mesh game asset could utilize the bake by name feature for better bakes, simply by providing 2 fbx files, _low and _high both multi part, but still work on a single mesh in painter with multiple IDs/texture sets.  Seems like there is a step missing in the pipeline I thought might be there already.

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What would be the point baking from multiple highres meshes onto a single lowres mesh? If you have a single lowres mesh, use a single highres mesh.
To avoid baking artifacts from neighboring parts.  For game assets, sometimes it's best to have a single mesh, but to get a good bake with a mesh that has parts close to each other, wouldn't multi-mesh bake be best, but then you have to handle going back to the single mesh?

What do you mean by 'low poly single mesh with multiple material IDs'? You have a lowres mesh and created multiple TextureSets from material assignments?
Yes, multiple material id's mean multiple texture sets.

Having multiple highres meshes only makes sense if you have multiple corresponding lowres meshes and want to use the 'match by mesh name' feature. You can have a single lowres mesh and multiple highres meshes, it won't have any influence on anything though (in comparison to having a single highres mesh), and you can't use the 'match by mesh name' feature.
I understand that, but in this video series:
https://academy.substance3d.com/courses/substance-painter-model-preparation/youtube-3pft-kodkg0
..at the end, Wes ends up with a high res fbx file with multi high res parts, a low res fbx with mult parts and an ID fbx with only 2 low res parts, but doesn't show what he uses in painter.  I understand he can use the high res if he only wants high res mult mesh, he could also use the low res multi part and take advantage of the bake by name and add in the high res multi part for the baking mesh, but what is the point of the ID fbx?

I got lost here and in other videos, people (Wes included) start out by creating a new painter project with an fbx low res, not specifying if it is single or multi part mesh, then when they get to explain the baking and bake by name do they illustrate going back into the modeling program and splitting the parts up into _low and _high.  Which I assume at that point they have to then use an fbx _low with multi meshes.

But there is a disconnect in my thinking I am asking about here.  It seems if painter can separate texture sets based on material IDs, could it also bake the parts of the mesh like this too without needing the mesh to be actually split in multi-mesh _low parts?

Wes in some other videos (the lantern series) explained baking ID artifacts that were solved by splitting up the mesh into _low and _high parts.  I thought since this has to do with IDs, maybe the painter project mesh doesn't need to split up and can be a single mesh but with multiple mat IDs/texture sets...so I was asking if the single mesh used in painter (in my case my low res single mesh model) can utilize the bake by name feature using an fbx _high multi part mesh that has the same material IDs as what's on the low res single mesh model?  Meaning, painter's bake by name would focus on the material IDs to bake regardless of the meshes (project mesh and fbx _high multi-mesh bake mesh) being single or mult.

That way I can put together my low res single mesh in my modeling program that has the mat IDs setup, and in painter, utilize the good bake by name separation using a _high res parted out fbx, and in the end still use my single low res mesh with good bake and IDs/texture sets separated which is my goal.

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In the painter academy series for model preparation and baking, Wes illustrates making 3 fbx files, one containing the low mesh parts separated out, one for the high mesh parts, and one for IDs which contained two mesh parts I believe.  At the end of the series the question is, which fbx do you use in painter?

Do you use the ID fbx, and bake using the low fbx and high fbx? or in order to bake by name would you need to use the low fbx in painter for your project mesh (which really contains multiple meshes) and only option for bake by name is input high mesh.


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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 - Re: Designer<->Painter Live Link?
 on: September 05, 2019, 06:54:07 pm 
OK, I figured out the button click method, after you have your mat in painter and you make a change in designer, save and republish in designer, then in right click the mat in painter, choose reload, then in resource updater update the outdated mat...that should do it.

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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?

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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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thank you.

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Thanks.

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Looks like they got their site fixed.

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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?

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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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