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Messages - Galen Helfter

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Does Houdini have a Maya plugin for working with its assets? It could be that it is adding the houdini install folder to the path.

I'll test it to see if I can find something more concrete. It sounds like something that will need to be fixed on thr Houdini side, however.

Hi everyone,

Today we have released the 2.1.7 version of the plugin. This contains a further update for the Substance Engine.

2.1.7 Release:
  • Update Substance Engine to 8.0.3. This fixes a regression with rendering the distance node in the 8.0.2 engine/2.1.6 version of the plugin.

This version is released for Maya 2017, 2018, 2019 and 2020 on Windows, Linux and Macos. It is also released for Maya LT 2018, 2019 and 2020 on Windows and MacOS.


Okay, I found out what it is now. I checked with both 2020 and 2021 with the most current dev build.

So from the test scene, you have the 'SubstanceRendererCompatibility' scripts set up to run pre/post render, which will replace the Substance outputs with bitmaps. These aren't needed, so you should remove them from the render setup, under scripts, where there is options to remove them.

What is happening is that when they are run, the post-render callback is being fired by Corona before the denoising step, as it views denoising as occurring after the render is completed. So there is an odd timing where the files have been deleted before the denoiser can run, causing it to crash sometimes, or error out if it doesn't crash.

The plugin in its most recent versions should stop displaying this at all, or running it automatically. I'm thinking we're just going to remove them wholesale in the future. The main renderer this was used for was Redshift, and with 2.5.0, we should have some real interop capacity with Redshift, so they will be unnecessary I think.

I'll be looking at the UV coordinates as well. I believe what's happening there is that the 'duplicate' that Corona is referencing is not being updated with the UV coordinates when the node being displayed is.

Does this only happen with Corona 6? I'll update to that, but I don't seem to see anything with Corona 5 and the 2.4.1 build. I'll mess with the denoising settings and make a more complicated scene after updating that.

They said they removed the linker file out of the Houdini install,34536.0.html

But they never really gave any further details than that, although I did ask them for more information.

I'll talk to the folks we know at SideFX, and see if we can figure out what is going on.

Someone ran into this earlier when they had Houdini installed, where the older version of some of the binaries there were conflicting somehow.

Hi everyone,

Today we have released the 2.1.6 version of the plugin. This contains an update for the Substance Engine.

2.1.6 Release:
  • Update Substance Engine to 8.0.2. This will make the plugin compatible with all materials from the upcoming Designer 2020.2 release.

This version is released for Maya 2017, 2018, 2019 and 2020 on Windows, Linux and Macos. It is also released for Maya LT 2018, 2019 and 2020 on Windows and MacOS.


We're currently working with Redshift renderer to get something working with them, and starting some patch releases on 2.4.

Have some time allocated with the 2.4.1 release, will try to look at it this week for that, while 2.5 is in testing for a bit.

We do not currently ship with a Stingray PBS shader workflow. There is options to make your own, however.

The workflows we have set are typically for production renderers, and Stingray PBS is sort of superseded by Arnold/aiStandardSurface or the new StandardSurface shader as the main viewport shaders for Maya.

The Maya LT version of the plugin does currently have Stingray PBS as an option, as that's basically the only shader for it. However, the workflow part of the Maya LT plugin is much more limited.

With the newer plugin (2.0.1 or newer), you should be able to apply the existing vray workflow for the plugin to a set of images from Substance Painter.

So if you have the Substance plugin enabled, there should be an option on the shelf that you can use. It will expect that the outputs names roughly match the usage, like basecolor, metallic, etc. so that it can identify them. If they don't match, you can manually set the file.

There are options for Arnold, etc. as well. It should also work on any custom ones you've set up with it using the sbsar node.

Did you start the scene in 2.4.0, or did you start it in a previous one?

Merging scenes should work fine with newly created scenes and assets, but if a scene was broken via a previous version, it can't fix that. It just does things to make sure that future or new scenes don't run into it.

Does the Houdini engine plugin distribute with it?

Or do you have your path set to load the files from the Houdini install?

If it's Maya 2019 or earlier, then you can search for 'substance_linker.dll' in the Maya install directory, C:\Program Files\Autodesk\Maya2019 for example, and then delete it.

You will need to ensure that the old 1.0 plugin is completely removed from your system.

The 7.0 version linker is from some odd upgrade path from updating Maya to 2020.1, etc. You can uninstall the plugin, ensure that you delete C:\Program Files\Allegorithmic\Substance in Maya\2020 entirely, then reinstall the newest version.

Materials have a dynamic resolution, ranging from ~32 pixels to 8192 pixels. Running at 8k with VRay 5 GPU caused issues, but I'll need to do further tests with just VRay 5 then. I'll also need to test with different versions of the plugin.

Python probably has nothing to do with it.

It could be odd combination of hardware doing it, I'm not quite certain. As of now, the only machine I've been able to get the VRay license server to run on has an Nvidia Quadro card, so that is all I can test with at the moment.

Are you using VRay 5 or VRay 5 GPU? I did manage to run into problems as well when using VRay GPU and using an 8K Substance Texture, but I'll have to keep trying with normal VRay. I'll also go back and try with the 2.3.1 plugin that came with 3ds Max 2021.

Embrie I think is an intel library for ray tracing, so it sounds like VRay is using that for rendering.

For VRay GPU, we will probably need to do more bespoke work to get a more direct compatibility, I would definitely recommend sticking to normal VRay 5.

With the newest plugin, version 2.4.0, the renderer compatibility window that was annoying does not show up anymore, so that at least has already been fixed.

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