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Messages - Luca Giarrizzo

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1
Hi all,

This community is moving to a new home: the Adobe Support Community.

Going forward, please post your queries and reports to the Substance 3D Designer community board. Take a look at the features welcome post for getting started.

This forum will stay available as read-only, so all the knowledge we shared will still be up for you to search and peruse.

See you there, and thank you for coming along to this exciting new chapter of our journey.

Best regards,
The Substance 3D Designer team

2
Hi all,

This community is moving to a new home: the Adobe Support Community.

Going forward, please post your queries and reports to the Substance 3D Designer community board. Take a look at the features welcome post for getting started.

This forum will stay available as read-only, so all the knowledge we shared will still be up for you to search and peruse.

See you there, and thank you for coming along to this exciting new chapter of our journey.

Best regards,
The Substance 3D Designer team

3
Hi all,

This community is moving to a new home: the Adobe Support Community.

Going forward, please post your queries and reports to the Substance 3D Designer community board. Take a look at the features welcome post for getting started.

This forum will stay available as read-only, so all the knowledge we shared will still be up for you to search and peruse.

See you there, and thank you for coming along to this exciting new chapter of our journey.

Best regards,
The Substance 3D Designer team

4
Hi all,

This forum is moving to a new home: the Adobe Support Community.

Going forward, please post your queries and reports to the Substance 3D Designer community board. Take a look at the features welcome post for getting started.

See you there, and thank you for coming along to this exciting new chapter of our journey.

Best regards,
The Substance 3D Designer team

5
Hi all,

This community is moving to a new home: the Adobe Support Community.

Going forward, please post your queries and reports to the Substance 3D Designer community board. Take a look at the features welcome post for getting started.

This forum will stay available as read-only, so all the knowledge we shared will still be up for you to search and peruse.

See you there, and thank you for coming along to this exciting new chapter of our journey.

Best regards,
The Substance 3D Designer team

6
Hello!

Thank you for reaching out to us, and for your patience!

I have replied to your Bug report through our dedicated support platform, please check your emails.

Best regards,
Luca

7
Hello @evanhammelvfx,

Thank you for following up, I am glad this was helpful!

I appreciate you sharing the steps to solve the issue for both Maya and Unreal Engine. This is useful information for us and a valuable reference for other users!

Feel free to get back to us if you need further assistance with the Substance tools.

Best regards,
Luca

8
Hello @Sundos.alriffi,

Thank you for following up on this issue, and providing helpful images to illustrate the problem.

The ID map in the Multi-material blend node only has masking purposes. The node does not transform the inputs to make them fit the shapes delineated in the ID map.

Therefore, you need to transform the input materials before blending them, so they fit the shapes in the ID map. In this specific case, a couple of Transformation 2D nodes (one without tiling to create the gap around the tile, and one with tiling to scale down the tile while repeating it) or a Tile generator node should do the trick.

I hope this is helpful! Feel free to le me know the outcome.

Best regards,
Luca

9
Hello @Art3mis99,

Thank you for reaching out to us!

The Rounded cube mesh uses a UV layout where the top and bottom faces' UVs are cut off from the rest on some edgesso they can be laid out without stretching, breaking texture continuity at these edges.
This is the cause for the cut off, as the tessellated vertices are displaced differently on these edges, leaving a gap. This is a limitation of the current implementation of the tessellation displacement.

I hope this is informative!

Best regards,
Luca

10
Hello @evanhammelvfx,

Thank you for reaching out to us!

The error messages seem to indicate the dependencies necessary for the MDL module were not found.
Code: [Select]
could not find module '::nvidia::core_definitions' in module pathCurrently,  dependencies are not embedded in the exported MDL module. We are assessing this issue internally.

Please take a look at this thread, which may be relevant to your issue. I am unfortunately not familiar with the specifics of the Vray workflow and its implementation in Unreal engine, thus I can only suggest looking into how to point Vray to the paths which contain the necessary dependencies to load MDL modules – e.g. the MDL Material Exchange package.

I hope this is helpful!

Best regards,
Luca

11
Hello @Morotheri,

Thank you for reaching out to us! I really appreciate you providing the packaged SBS with dependencies. This was very helpful to investigate the issue.

It appears the bottom half of the Base color output map is transparent. It may not have been visible in the 2D view panel because Transparency display is turned off – see attached image.

I therefore suggest making adjustments in the graph to handle transparency blending differently, or simply use an Alpha merge node before the Output node to set the alpha channel to flat white.

Feel free to let me know the outcome!

Best regards,
Luca

12
Hello @Masahi,

Thank you for reaching out to us!

It is currently not possible to use a graph's Tag property to search for nodes in a graph using the Node finder.
This is an interesting suggestion, which I have forwarded to the rest of the development team.

Best regards,
Luca

13
Hello @NAyres9,

Thank you for reaching out to us!

Based on the behaviour you describe, the sustained activity may be caused by the computing of the Library thumbnails.

The content of the Library is displayed in the Library panel and the Node menu when searching for a node in the graph.
Thumbnails are computed when content is displayed on screen for the first time. This process involves computing and rendering the graph for this content if a custom icon was not set, as the graph's first output is used as an icon in this case. If the content is a bitmap, the entire bitmap needs to be processed.

Rendering these graphs can be an intensive process, yet this is generally not really noticeable in the Library panel since only a few items are displayed at any given time.
However, when searching for a node using the Node menu, the list of matching results is refreshed each time the search text changes, and usually beings with a quite long list, which is then narrowed down to what the user was searching for. A long list means a lot of Library content being displayed at once, often for the first time, and that means an extensive series of thumbnails renders start, putting a strain on the system.

All that being said, please note the computation of thumbnails is a one-time process, and the thumbnails are only recomputed if the source content was modified, or the user triggers a recomputation manually.

You may mitigate this impact by doing the following:
  • If you have added custom content to the Library, make sure this content is curated to not include undesired items and bloat
  • Before loading any graph, browse the various categories of the Library panel and scroll down the content progressively, waiting for all thumbnails to be computed
  • Combining the two first points above, make sure custom filters are set up for custom content so this content can be displayed in the Library panel – and its thumbnails computed – without the need to use the Search field or the Node menu
I hope this is helpful and informative, feel free to let me know the results!

Best regards,
Luca

14
Hello,

Thank you for this report and providing a helpful log!

How are the monitors connected to the system – i.e. which connection type are they using (HDMI, DisplayPort, DP over Thunderbolt, USB-C, ...)?

Best regards,
Luca

15
Hello @bluicat,

Thank you for the helpful additional details!

Indeed, in the graph I can spot three arrays of outputs, which is consistent with the outputs list in the Export bitmap(s) window – see coloured frames in the attached image.

Because all outputs are checked in the Export bitmap(s) window, exporting the outputs for this graph will indeed result in three sets of images. That being said, considering the graph as it appears in your screenshot, two sets of images should be black.

It would indeed be helpful to have access to the SBS file, so I can investigate this further. Please take the following steps to easily share a working copy of the SBS package:
  • In the Explorer panel, right-click on the SBS package
  • Select the Export with dependencies option
  • In the window which has appeared, check the Build archive option
  • Select a destination folder, and click the Export button
  • Attach the exported archive file to a reply in this thread, or provide a link for easy download using any safe and reliable cloud storage or file transfer service
Thank you for your patience and help!

Best regards,
Luca

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