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Messages - mario.baldi

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Hi there, I was wondering about baking normals in Designer that match the ones baked in 3dsmax.
I've read that I could do that exporting my model from max, but including tangents.
As .obj doesn't store tangents, I assume .fbx will be the way to go, but I have a question.
In the FBX exporter (in max), there are various options that are off by Default. I am especially referring to "Smoothing Groups" and "Tangent and Binormals". Do these options (or one of the two) need to be activated to be able to make all my baking ops in Designer?

Hi guys,

What's the approved method of switching from bitmaps for testing and color inputs for saving substances used by other substances?

I've currently got all my inputs pulled off to one side (often with long wires to where they need to go) and in pairs. One bitmap and one input. Then I have to re-wire them all from one to the other while testing and in the reverse direction when saving for use in another substance.

This seems wrong. How do you normally go about this?


I'm not sure this is the best method, but what I do, is to create a "placeholder" graph in the same package, that contains the original graph (the one with the color input nodes).
I will then assign this placeholder to the mesh to view the result in 3D.
I like doing so as I can easily propagate the result of a substance to several parts of a character for example.

Hi Wes,

glad to know that devs are working on improving performances :)

The images will be resized if the graph is setup correctly. Images that are imported have their output size set to Absolute. If you want to have the images resized, the very next node connected to them needs to have its Output size changed from Input to Parent. Even if you resize the graph, the embedded images will not be scaled because they are set to absolute. Only the the nodes afterwards are adjusted.
I see what you mean: leaving absolute size for the imported images in a way they aren't recalculated, and, after the switching (filtering) operations, set the very next node to Parent.
Oh yeah, that will work, thanks!  ;D

Substance DesignerSubstance Designer - Technical Support - Re: Icon
 on: August 04, 2014, 01:24:21 pm 
I have the exact same problem  8)

Hi there,

I was wondering how exactly existing images in a graph impact the graph's evaluation.
I'll make an example.
I am putting several images in a graph, but not all of them are actually used: through a network of switch nodes I will later decide which image will influence the node network.
Now, from what I understand, if I set the graph resolution to "Parent", all the images in the graph will be resized, even if I will not be using them, impacting performances... am I right?

It would be awesome to dynamically exclude nodes from the graph's evaluation with a boolean button :)

Furthermore,  I noticed that calculating a graph with only four or five 4K textures can be very slow, even when the only other nodes in a graph are just blend operators (no fx or masking).
From what I know SDesigner uses the gpu. Personally at home I work on a laptop with a Geforce 555M (3GBram).
Now, I understand it may not be the most performant videoboard out there, but still these are specs from a laptop that is just 2 years old.
Also, many studios where I worked, never have the latest videocard, for example where I work now I have a GTX 660.

Are there any plans to improve graph evaluation drastically?


Painter will surely be great for game assets in the final 1.0 release, but would be great to include subdivision surfaces support. This way Substance Painter will become a viable solution for vfx too.
For example, you could implement Open Subdiv which have a lot of nice features, like CC subdivision surfaces, edge weighting, displacement mapping and ptex.
Of course it doesn't need to be Open Subdiv: if you find another way to support subdivion surfaces it will be more than welcome!

Yes, just drag the base from the library to the explorer (not inside of robots.SBS).
This will open another substance in the explorer, and any change done to it will affect dependant substances.

Thank you Wes, I'll give it a try :)

Hi Mario,

Have you had any issues with exporting materials from MODO FBX? In 801, if I use more than 2 materials, the IDs are getting mixed up. Have you seen this?



Hum, I just did one fbx test scene, with 6 materials and two very simple meshes/items.
They look fine when imported into SD.

Oh, nevermind... it is included in SD, but not the steam version:,887.msg7268.html#msg7268

I just downloaded the non-steam version and everything is fine now :)


Thanks for your reply.
I actually already read it, but:
1) The .exe of Bryan's GUI is not working here (Windows 7 - 64bit)... it just doesn't show up anything
2) In that thread there's no mention where to find the batch tools. In other (older) threads there is written that they should be in your account, but I can't find them.

Many modo users here, cool! :)
Anyway, exporting models from Modo to SD it's pretty straight forward.
I believe SD uses materials, not polygon parts, so you just need to assign a material in modo, setting hard edges with Farfarer's plugin where you need, and export to obj or fbx.

Hi there,
I looked a bit in the forums to find out if Designer had a scripting system.
From what I understand, it's possible to use some commands with a prompt shell through the batch tools.
Now, I searched into my account, but I couldn't find them.
Is it available to non-indie users only?

Try the Material Transform node in the library.
Btw, the trick is that every node in the library is a substance in itself.
I personally made a variation of the Material Transform that suits my needs better.

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