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Topics - Bit Barrel Media

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Content - Substance Share - What happened to Substance Share?
 on: November 07, 2018, 11:28:32 pm 
-Bugs in substance share which were reported more than a year ago not fixed...

-It takes 20+ days to review an update to an uploaded plugin...

Substance DesignerSubstance Designer - Feature Requests - sync node parameters
 on: October 15, 2017, 03:19:12 pm 
Sometimes you need to use several nodes with the same parameters (stacked tile sampler node for example) to composit several outputs together. This is often a nightmare to maintain if you need to tweak some parameters after you copy-pasted them.

Having a special wire between nodes which syncs all parameters would be a real time saver.

The tile sampler node can have several patters inputs, which is very handy. Unfortunately it is not possible to use multiple masks, one for each pattern input. Instead, pattern inputs are sampled randomly. This may or may not be what you want, and in my case I need each pattern input to be placed in a specific area.

I suppose I could use multiple sampler nodes and blend the result, but tweaking parameters and syncing them between the different nodes is a nightmare.

The Cells 1 pattern has a nice bell or paraboloid shape. If I make the same pattern with the distance node, I get a thorn or cone shape. I suppose I can use a blur but I don't see that being used in the Cells 1 node source.

Does the Cells 1 node use some custom logic or is the same falloff effect achievable with the distance node?

Substance DesignerSubstance Designer - Discussions - Cells 1 with image input
 on: October 12, 2017, 05:16:32 am 
I need to splat an image around but the blending has to look like Cells 1 (voneroi). I had a play with the distance node but I can't get a squashed splatted image effect with that.

Any ideas how to do this?

The Tile Sampler node has an input called Mask Map Input. However, in order to control the parameters of that input, you need to select the dropdown called Color. Instead of Color, it should be called Mask.

Substance DesignerSubstance Designer - Discussions - Procedural tree top
 on: October 10, 2017, 07:04:38 am 
I want to make a forest canopy, and for that I need to scatter some tree tops around. That part I can do, but to make a tree top itself I am a bit lost. If someone can point me in the right direction, that would be great.

Here is the effect that I am after:

SubstanceSubstance - Discussions - New WIP UV unwrapping tool
 on: September 13, 2017, 05:36:26 am 
I saw a small section on the Substance Days Hollywood 2017 keynote which was about an upcoming UV unwrapping tool. This is great news.

I almost exclusively model hard surface geometry using CAD software. All UV unwrapping is done automatically in Max using Unwrella, which gives absolutely fantastic results. It rarely requires manual seam placement. It will be a great benchmark to compare your new tool against.

However, Unwrella has one major drawback which could be easily fixed. For hard surface models, it places seams at any polygon intersection which has an angle (either ridge or groove) greater than some number which you can set. This is not the way it should work. A seam should be placed at all hard edges, edges which have a normal split (not averaged). I have already notified them about this and they said they will "consider" it. I don't think they realize how important this is for hard surface modeling and how easily it can be fixed.

It wasn't clear from the presentation whether or not automatic seam placement will be supported, but if it does, please pass this issue onto the team. Hopefully they will understand the importance of using split-averaged mesh normal data for seam placement instead of pre-defined angles for hard surface models.

SubstanceSubstance - Discussions - Substance Share website bug
 on: August 02, 2017, 01:57:29 pm 
The assets "Galvanized steel" and "Spanish _Roof_Tiles" are always the first two results by default, but the latest releases should be shown instead.

The new SD baking skew fix feature looks handy. Will SP get this feature too at some point?

Substance PainterSubstance Painter - Showcase - A320 cockpit
 on: March 04, 2017, 11:12:10 am 

This is a CAD model of a cockpit from an Airbus A320, realtime rendered in Unity. All geometry (high and low poly) was created in Autodesk Inventor. The reason for this is because all dimensions needed to be exact, for it to be VR ready. Everything was measured down to the finest detail. There is nothing like this out there, except for the original from Airbus of course. This is not a toy. It will be used for professional training.

Note that the joystick (or sidestick as it is called) is missing. This is work in progress.

Some modifications were made in 3ds Max. UV unwrapping was done 99.9% using Unwrella. Don't bother unwrapping manually, you are wasting your time. A big thanks to the 3d-io team for making this awesome tool.

Next gen PBR texturing was done mostly in Substance Painter. I made some custom substances (textures) in Substance Designer, and had a few substances custom made by

Camera postprocessing effects used are Scion and Sonic Ether's screen space shadows.

It took me nearly two years to make this as I had to learn nearly everything from scratch. Everything you see is programmer art (or rather, pilot art). Ask me to draw a person and it will look like a stick figure. Lots of credits go to Allegorithmic for making these awesome texturing tools.

With the recent SP 2.5 baking fiasco, I decided to install 2.4 alongside 2.5, or so I thought. It automatically uninstalled 2.5

Why is this?

A custom AO channel (not the baked map) is not blended with the exported AO map, regardless of the AO mixing setting. I reported this bug before but it is still not fixed in the latest release.

I was just wondering if it is hard to fix, forgot about it, supposed to be fixed but isn't, or not a priority?

It is pretty important for my project.

When the AO layer is modified using the steps below, it is not mixed and exported. Only the baked AO map is exported:

I want to fix some AO baking errors. For this I want to select the grayscale color from the texture and paint with it. But unfortunately a grayscale slider does not support a color picker....

Please add.

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