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Messages - TeotiGraphix

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1
Substance Integrations - Houdini - Re: Houdini 17.5 plugin
 on: September 09, 2019, 10:43:16 pm 
Hey!

I am using Houdini 17.5.360 and substance is working.

I downloaded the plugin from my Account today. Users were only saying "17.5" not the build version, so I am posting.

2
Another awesome series Wess, thanks for chopping it up and making it really deep.

Mike

3
Substance PainterSubstance Painter - Showcase - Re: Buggy
 on: August 02, 2015, 04:24:30 pm 
Very nice!

Really, that model is nearing photo realistic. :)

4
Quote
With that said, we are working on new methods and workflows to bridge the gap between Painter in Designer. Once such workflow would be to have a Painter node inside of Designer. This node would allow you to open Painter to create masks that then drive procedural effects such as Mask Generators in Designer. You will definitely see more workflow improvements working with Designer and Painter.

I like this idea very much. It's one thing missing for me at the moment. Rather than a "send to painter" workflow it should be a "live" workflow where you have both applications open at the same time and the "child" application shares the "result" of the parent program in it's 3d view.

So with Painter as the child application, you'd see the result of the SD node hierachy as you painted the "paint node".

With Designer as child app, you'd see the result of the SP layers in the SD viewport, say if you'd decided to "live-tweak" a generator or substance applied to a layer.

I only see one problem with this approach and it's the updates of each program. With larger node graphs in Designer and many layers in Painter, I could see this locking up a computer.

From the looks of Designer, there is way to much going on for live updates, since in reality, it's drawing bitmaps on every update, having both programs drawing, loading, redrawing I would bet this isn't possible.

That said, maybe it is but a send to would work just as easy, you do it when you are ready, maybe you don't want it to update all the time since you are just working in "one" program at a time.

On the main subject, I think it was smart to leave the two program separate, artists and node designers can be very different people and if you jammed all of Designers nodes, efx maps and such, it would get overwhelming.

I don't know if Unity is the best example to compare, Unity has "plugins" be they all feel like bolt on additions that don't enhance a workflow. Having, Painter and Designer, you have two specific workflows for two very different art creation routes.

Just my humble opinion. :)


5
Hi, see the screen shot for Length, you have it spelled Lenght. :)

Mike


6
I loaded that texture up again in Painter and it seems maybe it was an optical illusion, I rotated the environment and spun the model and checked all sides and couldn't see what I saw before with the same model.

I will just chalk it up as "one of those moments".

7
Thanks, yeah after about an hour of testing I have it pretty much working. I changed the Painter setting to opengl and do not have any green flipping of the normal, all good.

The only descrepency I still see is that painter is messing up the normal direction of the cube created in LW as shown in the image above.

I guess I will try a cube from Blender and see if it does the same thing, if it doesn't then something must be up with the UV I did in LW, but that is about the simplest UV in the world. :)

Hi,

Perhaps it could be an issue where the UV is flipped and thus reversing the texture. That's easy to miss and gets me often.

Cheers,

Wes

Yeah it could be but I used the new ABF Unwrap in LW 2015. Where I created seams and just unwrapped it with their algorithm.

I'm not quite sure I know how to check that in LW, a bit rusty, the normals are correct. Anyway. :)

8
Thanks, yeah after about an hour of testing I have it pretty much working. I changed the Painter setting to opengl and do not have any green flipping of the normal, all good.

The only descrepency I still see is that painter is messing up the normal direction of the cube created in LW as shown in the image above.

I guess I will try a cube from Blender and see if it does the same thing, if it doesn't then something must be up with the UV I did in LW, but that is about the simplest UV in the world. :)

9
Well I would say I am getting close, LW on the left and SP on the right using the same exr file, maybe different position though.

I noticed something weird, in Painter, the normals are not the same on the right side of the cube as the left. LW the stars are all indented, Painter as the stars outdented on the right side, only one side does this in Painter.

Has anybody seen this before?

Mike


10
Thanks,

Yeah I got that far researching but actually my question is, if I setup Painter to use OpenGL, then I don't need to flip the Y correct?

Is that the difference between DirectX and OpenGL is the Y inversion?

If that is the case then I could just export DirectX and flip the Y.

Mike

11
Substance PainterSubstance Painter - Discussions - Lightwave Normal maps
 on: July 30, 2015, 05:41:06 pm 
Hi,

Just getting back into lightwave for some things and noticed another thread that had a node setup for images exported from painter.

My question is to those who may have had success getting lightwave to render correctly.

The Normal maps. Is LW opengl or directx format for export in Painter?

I cannot for the life of me get the normals to look correct when rendering in LW with the normal map node.

Do you have to set tangents inverted?

If anybody has experience with this could you be so kind to spell it out for me. :) I seem to have color, rough and metallic setup correctly, it's just the bump/normal I can't seem to get correct.

Mike

12
Thank you, I sent an email through the contact form.

13
Hi,

Everything I read the last week and I was on your site last night was that we had the option for the special upgrade price until March 4th, I tried logging in this morning and the site was down to purchase. I was really looking forward to that deal, I am screwed now?

I guess if you meant "deal ends March 3rd" it would have made sense but that is not what was advertised.

I mean I could have bought it last night but I didn't have my credit card on me.

I know this was in the email

"You can preorder Substance Designer 5 on our store and the upgrade is at -33% ($50 instead of $75 for Indie and $200 instead of $300 for Pro) until release!"

Mike

14
Substance DesignerSubstance Designer - Showcase - Re: WW2 Paratrooper Boots
 on: January 30, 2015, 11:18:30 pm 
BTW, it usually sticks in the places where the lacquer has worn off a bit, hint, hint. :)

15
Ditto! I love watching these workflow videos. Hopefully in the future I will have some time to post a couple as well.

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