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Messages - Xathian

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61
so indeed in this case, the studio has to provide you a pro license, as the project you are working on belongs to them.

What is the case for freelance model selling? As in just making models personally and selling them openly on Unity/UE4/Gumroad/etc? Surely an indie license is enough because you can't possibly (Literally, it's anonymous sales) keep track of every buyer and what project, if any, they are using it for.

62
I've just built a new PC and with it installed the new 2017.2 version of Painter and I was trying to move my massive collection of materials into the shelf of my new install as I have done many times over the past year and for some reason Painter just won't see them now.

I put them into the shelf folder as I always have in the past and it worked, but now I start Painter and all it can see are the base Painter materials and the 20 I've downloaded from Substance Source. All the free ones I've gotten from around the internet and ones I've made myself are not showing up in the Material shelf.

I even tried making a whole new shelf folder and adding the files there then adding that as a shelf to Painter but that didn't do anything either.

63
Any update on this? Been almost 3 weeks

64
I have been using Painter for a while and I have managed to get it looking nearly identical in Max renders using VRay and Corona, but I cannot get it looking even remotely similar with Redshift, it seems I am missing something here.

Does anyone have advice or a guide to setting up the materials? The official FAQ only has a guide for Redshift for Maya, which uses a drastically different material setup than Max.

Hi,

I will as our 3ds Max users at allegorithmic about Redshift. Indeed, we do only have the docs for Maya at this time.

Cheers,
wes

Thanks Wes, I absolutely love this renderer, I really hope to get materials set up properly for it.


Very sorry for the delay on this. I talked to our team and they will check into the Redshift setup in Max. The redshift materials are different from the Redshift maya plugin?

Cheers,
WEs

Yes, Max in general uses a pretty different material setup than Maya. Even in the similar looking slate editor, there are many material inputs in Hypershade which are different or don't exist at all in Max, many options are different between similar nodes in the 2 softwares as well.

Maya uses more complex control in its nodes, a lot of stuff is controlled by float/float3 values and nodes do not inherit parent settings so there is more fine and independent control between linked nodes (which makes it far more complex).

Max is much easier on Material set up in my opinion, but that comes at the cost of fine control which makes all the information in the Painter to Maya Redshift tutorial basically unusable for setting up materials in Max, it contains too many values and nodes that aren't present in Max.

65
I have been using Painter for a while and I have managed to get it looking nearly identical in Max renders using VRay and Corona, but I cannot get it looking even remotely similar with Redshift, it seems I am missing something here.

Does anyone have advice or a guide to setting up the materials? The official FAQ only has a guide for Redshift for Maya, which uses a drastically different material setup than Max.

Hi,

I will as our 3ds Max users at allegorithmic about Redshift. Indeed, we do only have the docs for Maya at this time.

Cheers,
wes

Thanks Wes, I absolutely love this renderer, I really hope to get materials set up properly for it.

66
Hi,

I am unable to download certain files ( metal container yellow )..
kindly help me

Only Allegorithmic substances have .sbs files. Because the Substance Source has some outside partner companies making substances as well and it seems they aren't willing to share their .sbs sources.

67
I have been using Painter for a while and I have managed to get it looking nearly identical in Max renders using VRay and Corona, but I cannot get it looking even remotely similar with Redshift, it seems I am missing something here.

Does anyone have advice or a guide to setting up the materials? The official FAQ only has a guide for Redshift for Maya, which uses a drastically different material setup than Max.

68
Adjust the UVs, then re-import the OBJ in Painter via Edit -> Project Configuration -> Select Button. You need to re-bake the maps (TextureSet Setting -> Bake textures).

This worked perfectly, thank you. Nothing about my previous texturing changed at all, I was able to fix and continue within about 5 minutes.

I love this software.

69
I have been working on a gun project, and I am very far along the texturing process when a huge mistake has shown itself. During the modeling process I mirrored several parts of the gun and dragged their UVs up 1 full map so that they would simply just get a mirrored texture from their original source.

The problem came when I just now realised I accidentally mirrored a UV for a small part of the gun which has writing on it. The end result is that writing is now mirrored, backwards, on the other side of the gun.

Can I go back to Max and drag that UV down into the regular map (NOTE: I have a little bit of spare space in the UV for it, I will not need to move any other the other parts of the UV) and reimport the model (fixing any mask problems on my layers) but keep all my texturing progress?

I am quite new to this and extremely slow at texturing, it would be days of set back if I had to start over.

70
This has been happening to me since 2.5.0 released. Prior to that my iray renders were fast and worked every time, but since 2.5.0, easily 95% of the time I click the Render button, iray isn't really "kicking in" my GPU and the clock speeds sit at their idle 135mhz core/405mhz memory and GPU usage with spike at a whole 6% and the render is so slow it's about 1 iteration every 45 seconds. It doesn't happen 100% of the time, maybe once every 20 renders it will kick up to full speed, 100% utilization and render hundreds of times faster.

And yes, I do have CPU disabled in the options.

71
I am trying to figure out what is going on here. I have recently just started a new project in Painter and the project file is massive (also leads to insanely long save and load times) and the project size somehow gets bigger with LESS maps. Here is how the is playing out compared to my previous projects.

My previous project was a 4K project with a 15,000 poly weapon with 2 TextureSets. So I had 7 maps at 4K (Normal, World Space, ID, AO, Curvature, Position and Thickness) on 2 texture sets. So 14 base maps and then all the standard diffuse, height, etc that was generated for the completed project. The final .spp project file was 980MB and saving took around 20 seconds.

Now today I start a new project, it is a 10,500 poly weapon and I go in expecting a much higher file size as I was using 11 TextureSets, the weapon is many parts. This of course lead to 11 sets of 7 4K textures, I expected the file to be large. It ended up being 5.4GB with only the base baked maps, not texturing work yet. The time to save the project file was around 10 minutes so I had to reduce this down as that it just too long and will add up to dozens of hours over the project just spent saving.

I brought the project down to 4 TextureSets, started a new Painter project and I only baked 5 of the base maps (leaving out AO and Thickness for now) and somehow despite moving from 77 4K maps down to 20, the project now came out to be 6.8GB and it now taking in the area of 15 minutes to save.

Why is my new project getting bigger than my previous despite removing nearly 75% of the maps?

72
You know, I'm glad the option is coming but I would have argued that the better feature to add what have just been a way to hide sub-objects within the main mesh. My final exported FBX can be read as several (togglable/hidable) parts by any other 3D software from Maya to Marmoset to UE4 and Unity, there should be no reason why Painter couldn't have this ability added.

From all the people I've talked to about this texture set/material merge issue, the same root problem comes up. These people are only making their model have several material IDs in the first place solely because they're doing it to jury rig Substance into allowing sub object hiding through texture sets.

This problem could have been solved, not by adding material merging, but by simply adding the ability to toggle the objects within the mesh like basically every other 3D package on the market can do. This would also just save the bit of extra time needed to choose and split different objects material IDs after unwrapping.

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