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Messages - RobWu

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Can't you use the texture as a stencil?

It states 'our custom photogrammetry pipeline' and 'custom filter' in the article.

If you cannot find it, it is probably because Allegorithmic is using it for their own purposes ;-)


Yeah it looks like there's some slowdown CPU wise, but biggest one seems to be disk I/O.
Rendering overall seems to be more or less OK, and is as fast or just a tad slower depending on the scene.
It's an odd bug fix, or should I say bug fixes, as there are many angles to patch...


Do people have performance issues after the Intel/Windows updates&patches for Meltdown and Spectre?

I'm seeing increased baking times and I/O with Painter, specially with larger files :(


AFAIK you cannot.

It's a bit annoying, as some of the smart materials are very hard to tweak value wise.
So when using the PBR validate tool, it's often hard to get into the proper values without completely change the look of the material itself....


Unless there's a bug that is really messing with your project, -nobody- should upgrade in the middle of a project.
That's just bad practice.

And it's always wise to look what a new version brings on the table regarding backwards compatibility.
Updating can be a very messy business, and should always be preceded with testing and checking.

Substance PainterSubstance Painter - Discussions - Re: Photoshop to SP
 on: December 01, 2017, 12:10:06 pm 
I don't think so.

You're exporting your layerset into a flattened image, so in SP you have to start with that one after importing it back.



When using predefined materials, one can often only change values like hue, saturation, luminosity and contrast.
Color values cannot be changed with a color picker.
When using the 'pbr metal_rough_validate' filter, this will result in materials looking a lot lighter to get 'out of the red'.
Especially for roughness values.

e.g. a 'basic aluminium' will be correct value wise, but a 'oxidized aluminium' will only be 'in the green' with a higher Luminosity. Which will result in a different, much lighter material look.

Is this a limitation of these shaders, or can one keep the look of the material more or less the same, but keep the validate in check?

Thanks for any tips!


Content - Substance Source - Re: Substance Source question
 on: October 03, 2017, 11:42:38 am 
I see..

Thanks for clearing that up.


Content - Substance Source - Substance Source question
 on: October 02, 2017, 10:10:54 am 

I've looked into Substance Source and the licensing, but do I understand correctly that you can only access SS when you have a monthly sub?
So if I buy a non-sub Indy license, I cannot access SS for materials?

cheers for any answers to clear this up, as both FAQ on SP and SS aren't entirely clear to me on this.


Substance PainterSubstance Painter - Technical Support - Re: PBR Validate
 on: August 10, 2017, 01:41:23 pm 
I'm pretty sure there's a video from Wes that describes the plugin in more detail in that example project.
But I cannot seem to find it so far...  :(

Edit: Found it:
It starts around 16:30, and has a longer explanation of the tool.


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