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Messages - luc.chamerlat.allegorithmic

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1
Hi Rekov,

Indeed, this is a limitation, the flood fill node doesn't work if the pattern doesn't have any boundary on the X or Y axe. Making this case work would have been very costly performance wise (that's why we didn't integrate it).

You can post an example of what you are trying to achieve, maybe someone will find another method. :)


2
Hi Bitinn,

Sorry for the inconvenience, you are right this bug has been introduced by the following feature :

[3D View] Switch to cubemaps for the OpenGL renderer

As environment maps are now converted to cubemaps for rendering reasons, low Vram configurations might experience slow downs or/and graphical issues. In your case, a small part of the cubemap has been computed but not the rest, that's why you are seeing a single square on your sphere.

The dev' team is currently working on it.

If you have any question, please ask.

Thanks

3
Hi,

I gave you an answer via the support platform.  :)

If anybody is experiencing the same issue, please post your log file here.

Thanks

4
Hi,

Can you please send me a PM with more information about your account / situation ?

Thanks  :)

5
For now, there is no global solution, we need to fix that on our side as this is a synchronization problem (this is why it might work sometimes).

I will keep you informed. You can still use the Baked Lighting Environment filter that can do the same (and even more) as the 2D export preset.  :)

Sorry for the inconvenience.

6
Hi,

Indeed your current configuration doesn't follow our minimum requirements.

https://www.allegorithmic.com/products/tech-specs

2Gb of Vram is the minimum required to run Substance Painter.

You can still try to work with it by clicking Continue anyway as volker told you.


7
Hi everyone,

The dev' team is currently working on it, we will keep you informed ASAP.

For now, if needed, you can use the new filter : Baked Lighting Environment.

Here is a way to use it :

In your shelf, go to the filter section and add "Baked" in the search bar :



Then drag and drop the filter at the top of your layer stack :



You need to add the environment map you want as an input at the bottom of the filter properties.
Display your base color only by pressing C.

You can now play with the parameters and export your Basecolor only.

Have fun  :)

8
Hi everyone,

Can you please attach your log file as ebickle did ?

We are trying to get as much information as possible from people experiencing this bug (you can also send me a PM).

Thank you a lot for your time !  :)


9
Hi,

This is a known issue and the dev' team is on it.

You might experience artifacts while working with the FloodFill to Random Grayscale or Colors.



Here is a workaround, you can plug a white noise inside a FloodFill to Grayscale :

This bug will be fixed in the next version.  :)

10
Hi,

This is a known issue and the dev' team is on it.

You might experience artifacts while working with the FloodFill to Random Grayscale or Colors.

Here is a workaround, you can plug a white noise inside a FloodFill to Grayscale :



This bug will be fixed in the next version.  :)

11
Hi,

Here is my answer from another post :

Your issue is related to a wrong variable introduced in the Tile Random Grayscale node. The Tile Random Color and Grayscale were not matching before the 2018.2.0 version, so we corrected that but introduced a wrong variable at the same time.

Here is a way to understand the error message :

[ERROR][SBSCooker]Variable type mismatch:
      Variable Name: background_color // Name of the problematic parameter //
      Of Type: Float                             //Expected type for the parameter "background_color" //
      Accessed By: Get Float4              // Current type for the parameter "background_color" //
      While Evaluating Parameter: background
      In Graph: pkg:///tile_random?dependency=1290776988 //Problematic node / graph//

The node is grayscale, so the background should be a float1 and not a float4.

As we fixed the graph itself, this issue has been fixed in the last version (2018.2.1).

12
Hi everyone,

@Pegot and @Alex Blair : Would you mind sharing your graphs with me ? (right click on your package and select "export with dependencies" to make sure all dependencies are attached)

@Victor Luca : You are facing different issues, here is a summary

Problem n°1 :

Your issue was related to a wrong variable introduced in the Tile Random Grayscale node. The Tile Random Color and Grayscale were not matching before the 2018.2.0 version, so we corrected that but introduced a wrong variable at the same time.

Here is a way to understand the error message :

[ERROR][SBSCooker]Variable type mismatch:
      Variable Name: background_color // Name of the problematic parameter //
      Of Type: Float                             //Expected type for the parameter "background_color" //
      Accessed By: Get Float4              // Current type for the parameter "background_color" //
      While Evaluating Parameter: background
      In Graph: pkg:///tile_random?dependency=1290776988 //Problematic node / graph//

As we fixed the graph itself, this issue has been fixed in the last version (2018.2.1).

Problem n°2 :

As you said, the Flood fill node is the reason of your current issue as this node is only working using the GPU engine. You can change this directly inside of UE4. This can be done by going to Edit -> Project Settings -> Scroll down to the bottom to Plugins/Substance -> Under 'Cooking', change the Substance Engine dropdown to GPU Engine. This also requires you to restart UE4 for it to take effect. (here was a thread about it : https://forum.allegorithmic.com/index.php?topic=22115.0 )


Hope it helps  :)


13
Hi bitinn,

Can you please send me your log file ?

Macintosh > Users > *username* > Library > Application Support > Allegorithmic > Substance Player > log.txt

Thanks  :)

14
Hi,

Can you please upload your .spp file (the one from the first screenshot) on google drive or send it to me using wetransfer ? My email address can be reached by clicking on the icone underneath my profile picture.

Thanks  :)


15
Hi Madeira,

Your Edge Detect node output is strictly black and white, so changing your "Level in Low" and "Level In High" value won't affect the image.

However, as we can see in your video, it works while moving the "Level out Low" and "Level out High" widgets.

Having a look to your histogram is a good way to understand how it works.





Hope it helps  :)

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