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Messages - padamowicz

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Hey guys,

you will still be provided with Steam Keys when purchasing it on the Allegorithmic website. Nothing has changed here. :)

Thanks for your reply! Upgraded :)

Will the codes be sent out automatically once SP2 is on Steam, or do I need to email support to specifically ask like last time?

Thanks. I'd really like someone from Allegorithmic to confirm that this is still the case though :)

I've bought my painter license on Steam. I like the convenience of Steam and I'd like to continue using it, but I don't feel like waiting until next week to upgrade. If I upgrade on the Allegorithmic website today, will I get a Steam code next week?

Any news on this?

Ah, so I needed to use a sequence node!

It worked! Thank you so much!  ;D

Hmm. But what does the sequence node really do? The docs don't say much :)

I'm trying to make animated rain ripples:

I haven't had a lot of experience with FX-Maps, so I may be missing something obvious.

While drawing patterns with quadrant nodes, I need a pattern's luminosity to depend on its individual size - I need larger patterns to be darker than small ones. How do I do that? I've tried Setting a variable in the size function and Getting it in the luminosity function, but that doesn't appear to work.

I've also tried setting the size variable in a switch node higher up in the node tree, but that feeds the same size value to all the patterns while I need each to have its own individual one.

I guess you could more precisely say that I need a random value per pattern instance that I can use in both the size and the luminosity functions.

I'd appreciate any ideas.

@padamowicz : gather yes, scatter no. No loops yet. Conditionals yes. And yes, I too would like to add text programming for functions, but it can coexist with nodes, no need to ditch graphical programming completely.
Welp, I didn't really expect scatter, though it would have been nice. And that 'yet' on loops sounds promising :)

And yeah, regarding ditching nodes I meant we, as users, at our option, not that SD should as a whole ditch nodes. Nodes are great. I love them right up until they become so complex that it's hard to understand and debug  :)

So... does the pixel processor support gather/scatter ops? (as in sample this list of arbitrary uv coords and do stuff with the data, or take the value of the pixel currently being processed and do stuff with pixels at this list of other coords)? What about loops and conditionals?

Any chance we'll be able to ditch the nodes and use some kind of programming language at some point?

Oh! My apologies! That's a great deal then!

You should totally have written it's really a 66% off deal (off the 150$ it's going to cost). Would have sounded much better in the announcement post! :D

Just proves I'm a happy camper since I don't pay much attention to what the normal prices are anymore ;)

The 33% off for upgrades isn't that great either, especially when it's a pre-order time-limited thing. 50% for an upgrade is what's normally expected.

That said, the software isn't that expensive to begin with and the new features look very cool, so I've already upgraded. :)

Yay! Paths are now stored per graph! No more hours of tedious clicking! Awesome update guys! :D

I assume the license stuff is for standalone users and Steam will get the update in the usual manner later?

Substance DesignerSubstance Designer - Feature Requests - Re: some papercuts
 on: November 28, 2014, 11:09:36 pm 
Thanks for replying! I didn't expect the attention of the Chief Scientist :)

Well, I'm not a UI designer, I can tell you that much. To replace a node, the first thing I tried was to drag a graph over the node. I can absolutely see your point that it would probably cause some false positives. But anyway, when just dragging didn't work, I tried doing the same thing with the Alt, Ctrl and Shift modifier keys. So that's probably when I'd expect it to trigger, possibly with a little icon showing up next to the cursor, or painting the node a different color when the cursor dragging the new graph is over it. I'm not saying that's the best way to handle it of course. It's simply the second thing I tried.

Thanks for the video tutorial. I swear I remember grouping the outputs and failing. But maybe I did something wrong. I'll try again.

Substance DesignerSubstance Designer - Feature Requests - some papercuts
 on: November 28, 2014, 02:25:14 pm 
Hi. I'm a pretty new user of SD in general, but after 75 hours with it, there are some things that look simple to fix but are annoying.

- Replacing nodes. You often have a node and you want to replace it with another that has the same inputs and outputs. Currently you have to add the new one and reconnect all the inputs rather than just swapping them out.

- When exporting bitmaps, graphs always forget their export paths, file type and selected outputs after restarting SD. This is such a basic thing it's hard for me to believe it doesn't work. Maybe I'm doing something wrong.

- You can't export multiple graphs. I want to just select twenty and hit export, and have them save to wherever their export paths point. Right now, combined with the issue above, re-exporting twenty graphs takes an hour of mind-numbing clicking.

- You can't easily select a bunch nodes and isolate them into a new graph.

- This is probably just my own ineptitude, but I can't for the life of me figure out what conditions have to be met to use the compact material connections on my own graphs. Please make this simple.

Like I said, I'm not exactly an experienced user, so maybe some of these things are possible and I just don't know how. If so, I'd love to hear about it!

Sure. I have a Core i7 2600k @ 3.4Ghz, 8GB RAM, Nvidia 780GTX 3GB, Windows 7 x64. Do you need a DxDiag report?

I just turned off every other core for painter in task manager by setting the core affinity for the process. That way only the real cores are used.

It mostly speeds up the actual painting with brushes and particles. With the HT cores turned on, it's kind of jerky and laggy at the beginning of a stroke, but then comes around after half a second or so. With the HT cores turned off it's fluid and consistent throughout, making painting much more pleasant to use.

For performance, I've found that disabling the hyperthreading cores for Painter improves performance dramatically.

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