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Topics - Boyhasnoname

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SubstanceSubstance - Purchases & Licenses - Upgrade License?
 on: February 15, 2021, 12:29:23 pm 
Does the license upgrade from a perpetual license means only I get a discount for the subscription, or does it revoke my perpetual license as well (a.k.a. Autodesk-move)?


I want to use substance materials to generate a dataset for machine learning and I'm looking for some guidelines on using substance at runtime, accessing the parameters and so on. I would also need a separate 'channel output' for different parts of the material.

I need 'mask' for individual 'objects' for semantic segmentation and for separate meshes it's a matter of using layers for example, but here I would have a single mesh with randomly distributed 'patches' - imagine a vent on a wall, or a window that would be placed differently in each frame and I would need to have a mask for that window/vent as well. So far I came up with a solution to have two materials from substance designer - one that would produce the 'beauty pass" and the other that would use the same noise/random seed values to just get a mask output. But this means I have to create everything from scratch in Designer and won't be able to use anything produced in Alchemist or materials from Source as I don't have access to the underlying values (unless I'm mistaken and there's a way to reverse engineer those assets).

Substance PainterSubstance Painter - Discussions - Making feathers
 on: February 28, 2019, 05:12:49 pm 

I'm working right now on something that is completely out of my comfort zone - a stylised character (I usually work on realistic props and environments). To make matters worst it's a bird with feathers ...

I thought initially I'll just use a bit of projection in Substance Painter with bird photos for basic color and use a few poly strips with alpha to give the final look a little bit of puff. But the results were horrible.
First of all the optics and reflections of feathers is a bit complicated and since my final platform is Unity I was hoping to use a simple roughness/metal setup, but I don't think it's doable without a custom shader. Second with VR in mind I can't throw too many objects with transparency, as this would kill any graphics card at 90fps on several skinned meshes.

Any suggestion how to approach this? There's hardly any info about doing feathered characters in games.

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