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Messages - robin_ball2002@yahoo.co.uk

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Substance DesignerSubstance Designer - Discussions - Re: Setup for Scanning.
 on: February 16, 2017, 04:38:53 pm 
I'm curious about this workflow too. I look forward to the full tutorial.

Are there any commercially available rigs that will deal with it? I've seen some home made ones.

2
I'd like to see this too. For Player as much as B2M. It's not possible to make it match the patterns we use for our textures.

3
I agree. I often do this. Being able to just scroll through the list in Photoshop is much faster.

4
I have this problem too. It's worse with psds as I want to have fully filled colour layers with layer masks to define the opacity, but it saves them with layer opacity which you cannot recover.

Ideally I'd want full control over the RGB channels and optionally the alpha channel when exporting rather than always saving a single layer with layer opacity and layer masks. That way I can save 24bit tifs without alpha rather than 32bit ones with a fully white alpha channel if I want to.

5
Thanks for your help Nicolas. It's quite mysterious. I don't get any error on opening the top level graphs like I do if I actually do move the package. I have no opportunity to point it at the correct node. The package is right there where it's always been. The name appears to be correct. I even did a save as and saved over the old file. I'm not sure how it could have ever changed when the file is in version control.

The only thing I can think of is that the mapped drive we use might not have been set up one time at launch. But it's definitely working when I've done all this work. All of the packages are on it and nothing else has broken. I wouldn't be able to load any of the files if the drive didn't exist.

I did also have an issue when my drive got filled 100% once. Substance managed to destroy my preferences and filters. But the packages weren't affected and once I set up the filters it was all ok again. Perhaps something relating to that.

6
I've had this situation a couple of times on this project, but this is the worst.

I have a substance that is used in hundreds of other substances. I've not changed it in months and months. I've not touched it in the top level graphs. It's been there and working forever. Now suddenly whenever I open any of these top level graphs, it's broken. The node reads Ghost Graph. The tooltip says " Represents a graph that cannot be located in any of the packages". It's right there. I can open it individually. I haven't moved it. (it's checked in, in perforce and hasn't moved or changed) and I can drag a new copy of it into a graph and hook it up and it works fine.

But I don't want to have to go through each of the HUNDREDS of top level substances I have and re-hook it up.

Why does this happen? And is there any way to fix it without manually adding it back in hundreds of times. I've reverted the troublesome substance. No difference. I've reverted the top level substance, still get the ghost graph broken reference. There should be no difference to when it was working. I've even got someone else to get latest on the files before my current changes and it works in their Substance Designer just fine. So something I've done in this update has broken them all. But how if it's still broken if I revert the files?

How do dependencies work? There's a long number next to the package path that seems to be the same as another similar but different substance I also use in the top level graphs. Has it got confused? Are these supposed to be a unique id? In which case, why aren't they? And can I change them? And if I do, will that fix the broken links?

I'm using Substance 4.6.2. I'm in the middle of production so can't try upgrading. I can't risk any differences in the results. I already know that using Designer 5 makes my 4k graphs come out at 8k somehow, I can't risk that.

Anything I can do or try?

Thanks

7
Sure you can do this. You'll need a world space normal map. Extract the channel that represents up with an RGBA split node (which that is might vary depending on the coordinate space used, probably green or blue). Then you can level this channel to make a mask. Just use that to blend two inputs in a blend node.

That way you can do stuff like have sand on the horizontal surfaces or rock on the steeper slopes.

If you want specific angles there's probably a better way to do it, but you might have to write a function.

8
Yeah I hope there's some psd exporter improvements. It's nearly very powerful, but a bit limited.

In particular I want to be able to control layer opacity (I don't want any) and layer group masks (I do want these). I want to be able to wire whatever I like to the layer group masks and get full opaque layers, without redundant full white opacity masks.

I'd also like for it to save the layer names correctly formatted. For some reason Photoshop will never run actions based on layer names saved by Designer. I have a little script that copies and pastes each layer name in Photoshop which seems to make them properly formatted. Then actions work.

The actions are to get around the above problems with layer opacity and layer group masks. I copy them in manually and delete all the redundant layer masks.

I'm still using Designer 4 for compatibility reasons, but the psd exporter crashes all the time. Sometimes as often as every other time I run it. This might be fixed in 5, but I can't risk upgrading mid-production.

And PSB support would be great, too. I've hit the max file size of psds already. (2 gig for ref).

Oh yeah, and batch and Player export of psds would be fantastic too.

9
Yeah the transform node is very confusing and not at all artist friendly. I looked up how to make my own when I needed to publish a set of scale and rotation parameters to something the artists can use.

The Safe Transform node looks like it might be a better option in a lot of cases.

10
Hmm it does seem to respect the ordering, but dragging them around in Designer is really really flaky. They re-order themselves all the time while attempting to get them in the correct order. So they were the same, just kept being made wrong some how and I didn't notice as I was ordering them. Very frustrating.

11
I've got all my parameters exposed and working quite well, but the order is completely messed up when viewed in Player. The order in Designer is how I want them, but this doesn't come through to Player. How do I set the order? It looks like they're in the order I exposed them. I hope I don't have to un-expose them all, then re-expose them in the order I want them every time I add a new control. Do I?

Thanks

12
I would like this very much too.

At the moment, only the artists with full Designer Licenses can export the psds we're using. Which basically means I have to do them all. It would useful to allow the other guys to be able to export them without knowing anything about Substance Designer.

13
There's a little x2 /2 set of buttons. those half or double the texture. tiling it twice or 4 times or however many you need. Obviously it's the same pattern multiple times, so it runs the risk of looking obviously tiled, but when layered up with something that tiles less it's not as obvious.

you can freeform scale and rotate it, but then it won't be seamless if that's important to you (it is to me).

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Substance PainterSubstance Painter - Discussions - Re: Max Poly Count
 on: June 11, 2015, 02:29:45 pm 
I don't know if there's a max poly count, but it's imported 600,000 tri models for me.

I find every two new scenes, the viewport fails to start up so I have to quit and reload, but it works.

15
Thanks for the response Cyrille. I can understand the technical restrictions.

I do hope in the future you can find a way to offer an option for increasing the max size. I'm sure it would open up the possibilities for offline rendering significantly. Maybe open up an option for larger textures only within Designer so that people can bake massive maps offline if they need to, but not in the runtime version. Or perhaps have that as a render time option for the DCC app versions so they can load and render quick smaller maps for the viewport at load time, but bake huge maps before rendering.

Thanks again.

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