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Substance Integrations - Autodesk 3ds Max - Re: Download Links for Released Versions
on: June 29, 2021, 12:06:37 am
one little script to rule them all...plz
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We can add something that bakes the sbsar and its constituent outputs out to texture files, replacing the connections in the Slate material editor.
We can add something that bakes the sbsar and its constituent outputs out to texture files, replacing the connections in the Slate material editor.
What I will need to see is whether this actually does anything for internal rendering, or whether it is what's causing a further curve to be applied on the bake output function.
I'm going to work with the demo art team and with the Corona team, to make sure we have a proper representation. Since we'll be redesigning how the workflow works, we can handle imports from our other software and have documentation on how that script works and what it's doing, and to try to match it to explanation of what to do with outputs from our main software. Since you're interested in ensuring that being the case, this would be a natural opportunity to ensure our documentation, workflow script and all are aligned.
Most of the visual parity is going to be difference in gamma curve application, and perhaps sampling filter.
I'll forward this to the demo art team and see if they can publish something like this, and update our shader docs online.
In either case, for the new shader, it's going to change.
We could just allow a finalization step to 'commit' the graph node out to image files, if that would be helpful. That would be much simpler than attempting to match it with Player.
Do you know if the legacy shader still works for now at least, or is the workflow script completely broken?
[...] and makes the new one beyond a certain version.
There needs to be a clear, documented method from Allegorithmic for exporting bitmaps from Substance Player, or by using the baked output feature of the Substance node in the Slate Material Editor, for achieving visual parity to what the Substance node presents itself.
Could you please provide a video demonstrating the following:
1. Import .SBSAR into Slate Material Editor
2. Make adjustments to the imported .SBSAR
3. Render the adjusted .SBSAR in Corona Renderer on a 3d primitive
4. Replicate that render using only bitmaps from the adjusted .SBSAR in the Slate Material Editor
If this is in fact something easily achievable and generalizable using a clear set of instructions, it should only take a few minutes and would be a huge contribution to resolving workflow myths regarding the Substance in 3ds Max plugin for Corona Renderer.