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Messages - Luca Giarrizzo

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16
Hello @Sundos.alriffi,

Thank you for reaching out to us!

Is your RGBA mask and ID map? In the Multi-material blend node's parameters, the Color property for each material let you select the color in the ID map which corresponds to the material. This behaviour is similar to the Color to mask node.

Please share annotated screenshots which demonstrate what you want to achieve and the results you currently have, so I can provide relevant guidance for your use case.

Best regards,
Luca

17
Hello @bluicat,

The Multi-switch approach would result in the entire array of Uniform color nodes being evaluated each time the color selection is changed.

If you intend to use presets for color selection, you may use a single Uniform color node which Output color property is exposed, and use graph presets to switch between colors – see example in attached video.
This way, you can easily add a many colors as needed.

Would that be a usable solution for you?

Best regards,
Luca

18
Hi all!

This is a common electrical problem.

When triggering intense computations in short bursts – such as tweaking a slider in Substance Designer – this power burst can bleed into the system's sound output because of electro-magnetic insulation issues, or straight up be directly audible.
More generally, the electro-magnetic activity of the system can sometimes result in undesired audible phenomenon, such as coil whine.

I hope this is informative!

Best regards,
Luca

19
Hello,

Thank you for following up on this issue.

I confirm being unable to reproduce this behaviour using your SBS file and the exact steps demonstrated in the video you kindly provided. I made sure to use the same versions of Substance Designer (10.2.2) and Substance Painter (6.2.2).

Please update your graphics drivers (links: Nvidia, AMD, Intel) to the latest version matching your system's GPU, and try to reproduce the problem.
If this issue persists, please send me the log file for Substance Designer. This is its default location on Windows:

    C:\Users\<user>\AppData\Local\Allegorithmic\Substance Designer\log.txt

Feel free to send me the log file in a direct message if you prefer not to disclose it publicly – it includes system information such as hardware and paths.

I appreciate your patience!

20
Hello @mollymcbrien,

Thank you for reaching out to us!

As we suggested in this thread, you need to either connect the Base material node's outputs to Output nodes with correctly defined usages, or simple drag and drop the node to the 3D view mesh, using RMB.

Feel free to get back to me if you need further assistance.

Best regards,
Luca

21
Hello @Juwon Suh,

Thank you for reaching out to us!

This is not obvious, but displaying the transformation gizmo requires both the Transformation matrix and the Offset parameters to be exposed.

To be more specific: displaying the gizmo requires that there exists a couple of parameters which match the following criteria:
  • Both have the same base name
  • One is a Float4, with a Transformation editor, and has the matrix or matrix22 suffix appended to its base name
  • One is a Float2, with a Transform offset editor, and has the offset suffix appended to its base name
I have attached an example of this setup to this message.
You can then assign these parameters to the Transform matrix and Offset parameters of a Transformation 2D node, respectively.

I hope this is helpful!

Best regards,
Luca

22
Hello @bluicat,

This is indeed doable in Substance Designer. The complexity of implementing this will depend on the graph and the expected color variations. It can be as quick and easy as exposing an Uniform color node's Output color, and creating a preset for each RGB value you desire to save.

Feel free to share more details regarding your color implementation in Substance Designer if you feel creating presets for color variations is not that straightforward in your case.

Best regards,
Luca

23
Hello,

Thank you for reaching out to us, and kindly providing a helpful SBS file!

These results may be caused by slight computational differences between the SSE2 (CPU) and Direct3D/OpenGL (GPU) versions of the Substance engine. Please note the GPU version is used by default in Substance Designer, whereas the CPU version is used in Substance Painter.

I suggest taking the following steps:
  • In Substance Designer, press the F9 key or select the Switch engines... option in the Tools menu to open the Switch engines window, then select the SSE2 engine (CPU) and click OK
  • Render your graph again, and check for any inconsistencies. Tweak the graph as necessary if outputs are noticeably impacted
  • Make sure the graph's Output size property is set to the Relative to parent method of inheritance – this is very important to work with SBSAR files in Substance Painter. Learn more here and here
  • Publish an SBSAR file for the current package and check again its behaviour in Substance Painter
Feel free to let me know the results, I appreciate your patience!

Best regards,
Luca

24
Hello @ethompson,

Thank you for following up on this issue, with helpful additional details.

To switch engines in Substance Designer, you may press the F9 key or select the Switch engines... option in the Tools menu.
Feel free to let me know the results!

Best regards,
Luca

25
Hello @bluicat!

The behaviour you describe is indeed strange. According to the screenshot you kindly provided, the outputs are correctly connected to the final Material blend node, thus exporting the graph's outputs as bitmaps should result in the expected blended maps.
Can you please share a screenshot of the Export output(s) as bitmaps window for this graph? You may blur out any information you do not wish to disclose publicly, such as system paths.

I appreciate your patience!

Best regards,
Luca

26
Hello @ethompson,

Thank you for reaching out to us!

This problem is likely caused by the slight computational differences between the GPU and CPU versions of the Substance engine.

Substance Designer will use the GPU version (Direct3D or OpenGL) by default whereas the Substance in Unreal engine plugin uses the CPU version (SSE2) by default.
These computational differences can result in inconsistencies in the outputs of graphs, which are more or less severe depending on the graph.

You can follow one of these courses of action:
  • In the Substance in Unreal engine plugin preferences, switch to the GPU engine
  • In Substance Designer, switch to the CPU engine and make the necessary adjustments in the graph to restore the expected outputs – this can be the better approach if you intend to use your published SBSAR files in multiple third party software using our plugins, as not all support the GPU engine
I hope this is helpful!

Best regards,
Luca

27
Hello @jellyk,

Thank you for following up on this issue, and providing an SBS package. It was very helpful for identifying the issue!

It appears the problem is caused by the use of mipmaps for filtering high precision Fx-Map input images when these are passed directly from Input nodes to the Fx-Map node. I could verify the following:
  • The issue does not occur is a node is connected between the Input nodes and the Fx-Map inputs
  • The issue does not occur if the Quadrant node in the Fx-Map graph has its Input image filtering property set to a value other than Bilinear + Mipmaps
  • The issue does not occur if the input image does not use floating point precision
  • The issue only appears from a specific mipmaps level
You can use these findings to implement easy workarounds while we work on fixing this issue. I appreciate your patience and thank you again for your valuable help!

Best regards,
Luca

28
Hello,

@fjardon is correct. I may add it is actually a right-click and drag which needs to be performed.

This operation connects the output(s) of a specific node to the 3D view – provided the output's usage property is set up to one of the 3D view's usages.

If Output nodes exist in the graph and their usage property is set up correctly, they are automatically connected to the 3D view by default when loading the graph.

Best regards,
Luca

29
Hello @Hannes Meißner 0,

Thank you for reaching out to us!

If you get the expected result in Substance Designer, then I suggest checking that you are using OpenGL normals in Substance Designer and that the mesh uses a tangent space which matches Unity's – or whether normals are recomputed or not when the mesh is imported into Unity.

I hope this is helpful!

Best regards,
Luca

30
Hello @JTherrien,

Thank you for reaching out to us!

Please send me the Substance Designer's log file so I can investigate further. You may follow these steps:
  • Start Substance Designer and load the project you experienced this issue in
  • Reproduce the issue
  • Open the Help menu and select the Export log file option
  • Select any name and location for the file and click the Save button
  • Send me the file exported in step 4
Feel free to send me the file in a direct message if you prefer not to disclose the log publicly. It contains information about your system, including file names and full paths.

Thank you for your help and patience!

Best regards,
Luca

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