Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ZoltanE

Pages: [1] 2 3
Opening toward indies is quite a new development and it seems their website has not yet been updated. For now just go to and fill out the contact form, tell them about what you do, what project you want to use ArtEngine for and they will recommend a license.

Since Artomatix is now offering indie licenses as well here is a quick article how to solve scope change using ArtEngine:

Allegoritmic support found the culprit: The materials causing the problem were a few years old and because the format has changed since then Painter tried to render them in some crazy resolution. The fix was re-downloading those materials.

I mean the one which looks kind of like the attached image: changing offset by dragging in the middle of the thing, scale by dragging the sides, rotate by dragging the corners.

Then I guess I'll take a stab at FF if I can figure out a non-PITA way of generating random seed atlases in substance.

Ah, Artomatix looks interesting although the lack of pricing doesn't make it seem indie friendly...

I still use Filter Forge for image processing but not for texture generation in the classic sense. But now that I think about it... if there was a quick way to generate an atlas of arbitrary size (2x2...10x10) where each cell is the same substance but with different random seed the that result could be fed to a FF filter which removes the seams between the cells... hmm...

I'd like to create a material which processes another material, defined by the user, like any other parameter. Is it possible to do that?
In this case I want the user to specify an arbitrary material (like Concrete 070) as input so the graph can create a 5x5 atlas of the input, each cell with a different random seed. (I'd like to avoid the user needing to create a new graph for each use.)

Yeah I tried to blend together 3x3 materials with different random seeds but the results are "barely alright-ish" at best. Even with fairly homogeneous materials like concrete the transition between cells loses contrast. And if you have macro structures like pebbles or wood grain then it's just a mess.
At a user level it's either hacking a tiling material to look less bad or start from scratch and do a material with the desired scope. A proper solution, a flexible, easy to use control over coverage would need lower level support in the software. And if it can't be done because of technical limitations then it would be nice to at least have Substance Source contain materials with a bigger scopes, not just these teeny tiny 1x1, 2x2m ones.

After upgrading to the latest Painter I can't find the manipulator for adjusting scale, rotation and offset with "UV projection". "W" doesn't do anything, "Q" or the toolbar icon doesn't show it either.

Okay so I moved all the materials and moved them back in small batches. I found two materials which lock up Painter:


Player shows them fine so I have no idea what the problem is. For now I keep them far away from the shelf...

I removed half the sbsar files from the shelf/material folder and painter fairly quickly started up with thumbnails. Then, with Painter running, I kept moving back the removed files, 10 at a time. Painter kept up with the thumbnail generation and at the end I had all 411 materials with only a dozen missing a picture but not stuck at thumbnail generation. Sadly restarting Painter undid all this. :\

Could it be that 400 new files is too much for Painter to handle all at once? Although that still doesn't explain why it craps out after restart...

I have the same issue: in the materials folder I have 411 materials. Painter starts updating the thumbnails, the cursor stops responding, memory use grows to around 8 Gb when windows kills Painter and I can use the machine again. I spent 3 hours restarting Painter hoping to get to the end of the thumbnail generation at some point but it hasn't.

EDIT: I'm on latest Painter, windows 10. Cache size on disk stays on 59%, I checked the folder, its around 300 Mb.

Thank you I understand it now.

For the Directory Opus users out there the following command in a custom button will cook the selected files in the current lister:

"C:\Program Files\Allegorithmic\Substance Automation Toolkit\sbscooker.exe" --inputs {filepath} --output-path {inputPath} --includes "C:\Program Files\Allegorithmic\Substance Automation Toolkit\resources\packages" @nodeselect

I'm sorry but I can not figure out how this command line tool is supposed to work. I don't understand why the documentation doesn't provide any examples...

I've tried the following commands:
sbscooker.exe *.sbs --inputs "D:\Documents\Allegorithmic\Substance Painter\shelf\materials" --includes "C:\Program Files\Allegorithmic\Substance Automation Toolkit\resources\packages"

sbscooker.exe *.* --inputs "D:\Documents\Allegorithmic\Substance Painter\shelf\materials" --includes "C:\Program Files\Allegorithmic\Substance Automation Toolkit\resources\packages"

sbscooker.exe --inputs "D:\Documents\Allegorithmic\Substance Painter\shelf\materials\*.*" --includes "C:\Program Files\Allegorithmic\Substance Automation Toolkit\resources\packages"

But I keep getting error messages like:
[ERROR][SBSCooker]I/O Error: cannot find package (...)
[ERROR][SBSCooker](Error 6) Cannot open the package
[ERROR][SBSCooker](Error 8) The package list is empty
[ERROR][SBSCooker]Cooking fail [Error 8]

Since this stuff fails I couldn't get around to find out how to use this alias whatever to set more than one include folder.

Could you please provide an example how to use this sbscooker.exe?

Pages: [1] 2 3