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Messages - jlcox5

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Hi All,

This is a problem that I've been wrestling on and off with for a few months. Essentially, when I render the height channel (usually using IRay), I get some weird artifacts. In the images posted, I have a really simple graph that I feed directly into the height channel. The size is 4k for all of the nodes, with 16bith depth. I've set the height scale to 1, and have am using the "Length" method of subdivision with a minimum length of 0.1. I've tried using a HQ blur at the end, but it doesn't remove it completely, and the edges loose some of the desired sharpness. No matter how I tweak it, I can't seem to get rid of the notches/dimples that appear in the raised area without washing out the other details. I'm using the rounded cube mesh, which (from another post) sounds like it has enough polygons for the tessellation to work properly.

Looking at other renderings that folks have posted, I feel like I'm missing something, because I have seen much larger height ranges that look much smoother that what I have. Any thoughts, comments or suggestions would be really appreciated. I'm sure there's a technique or something here that I'm missing, I'm just not sure what it is.

Thank you for your time!




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Hi Luca,

Thank you very much for looking into this and discovering what was going on. I obviously have a lot to learn, and really appreciate the breakdown and complete description of what is going on. This is tremendously helpful both from the perspective of solving this particular problem, but also in understanding how the images are processed overall.

Kind Regards,
Jon

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Hi Luca,

Thank you very much for the quick response. Here is the version info Substance Designer:

Editor Version: 2018.3.4 build 2204 commit 564914f0 Release (2019-04-12)

Cooker Format Version: 3.0.0 commit 0x00000000

Engine Version [Direct3D 10]: 6.3.0 commit 0xabfeeb9d (2019-04-12)

I will send the .sbs to you directly. Thank you again for the help!

Kind Regards,
Jon

4
Hi All,

I'm working on a stained glass texture, and have run into an odd issue with the Flood Fill nodes. Basically, I'm using them to color the individuals panes of the stained glass, with the color values being decided by an image. The results look correct in the 2D view, but 3D render looks like it's filling in a block outline around the shape. This occurs both with OpenGL and Iray.

Attached are the images of the part of the graph that determines the base color, and the render. I'm sure I'm doing something wrong, but have no idea what that is. Any thoughts or suggestions would be greatly appreciated.

Thank you!

Kind Regards,
Jon




5
If you don't mind and are able to use the work of others, I have had some pretty good success with the following Erode/Expand node by Brandon Smith on Substance Share:

https://share.allegorithmic.com/libraries/426

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Substance DesignerSubstance Designer - Discussions - Re: Pixelated Highlights
 on: February 11, 2019, 11:36:58 pm 
Just a small update here... I managed to fix the issue completely by increasing the resolution of the image files I was importing to use as the mask, and saving them out with 16bit channels. With that, the change to the other nodes made a noticeable difference. Thank you all for the help and suggestions.

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Substance DesignerSubstance Designer - Discussions - Re: Pixelated Highlights
 on: February 10, 2019, 04:27:03 pm 
Thank you very much for taking the time to make a suggestion. I went through and changed the Output Format on everything from 8 bit to 16, and didn't seem to notice any changes, unfortunately. I wonder if it's related to how I'm generating the normals in the first place? I'm basically taking a black and white image, using an edge detection node to find the outline, and then running it through a series of curve, HQ blur and and invert grayscale nodes to generate the normals.



If there is a better way to approach this, I would love to hear any suggestions or thoughts. I'm almost embarrassed to say how long I've been working on this particular problem at this point.

After playing around a bit more, I was able to mitigate the issue somewhat by adjusting the curve nodes to sort of smooth out the output of the edge detection, and by adjusting the roughness of the material to have highlights that weren't quite as sharp. It didn't fix it completely, however.

Thank you again for your time!

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Substance DesignerSubstance Designer - Discussions - Re: Pixelated Highlights
 on: February 09, 2019, 04:21:36 pm 
Absolutely, and thank you for the response. =)

Here are two normal maps, one of just the inset edge, and one where it is combined with the two materials. I'm a bit of a noob with a lot of this stuff, so if there is anything else I should be sharing, please let me know.


Edge Only


Combined

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Substance DesignerSubstance Designer - Discussions - Pixelated Highlights
 on: February 08, 2019, 05:14:35 pm 
Hi All,

I've been working on creating some textures with inlays on them, and have run into an issue when trying to render things with IRay. When rendered at a reasonable distance, edges render specular highlights that are very pixelated looking. When you zoom in, they smooth out substantially. I've messed with blurring the normal maps some, thinking that the edges might be too sharp, and that's what's causing it, but nothing has helped.

I've also bumped up the iterations to 25k, also with no apparent difference. I'm wondering if there is an IRay setting or something that I am missing here to get this to smooth out a bit. Any help would be greatly appreciated. Thank you all for your time!


Zoomed Out


Zoomed In

Kind Regards,
Jon

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It would be really nice to be able to set options for the 3D View window and render images from the toolkit's API or from sbsrender.  If this is actually already supported, forgive the repeat request.  I've spent a lot of time digging around in the documentation and playing with the tools, and was unable to find anything related to this.  Thanks for listening!

Kind Regards,
Jon

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