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Messages - nightsong

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SubstanceSubstance - Meet MAT 2 Contest - Re: Meet MAT 2 contest FAQ
 on: February 07, 2020, 07:00:25 pm 
How are you guys uploading to SKetchfab and have the displacement working? When I use the export option, it doesn't export height and if I do bring in height, the model needs to be subdivided but I see tons of people have their displacement working in Sketchfab. Any help would be appreciated.

I am running into the same issue.  I exported my displacement maps manually, and I can get them hooked up in Sketchfab, but the displacement conveyed on the maps is completely different than what I get from previewing and rendering my textures in Substance Painter.  I did a -ton- of non-destructive hand painting with fill layers and masks, largely because I'm not very confident and painted one area at a time, and the exported maps are largely white instead of the masses of gradients they should be.  My little dude wasn't much, but I would have liked to have shared him, and his texturing completely depends upon the displacement.

I took screenshots of both SP and Sketchfab, but I'm uncertain if it's appropriate to share them here.

Here link to a hi res version: https://drive.google.com/open?id=1grXJsiky7vy_ncz6g0WQ9elMBxlQZ16k

OMG!

That worked!

Why did that work?  Does SP export different outputs for displacement depending upon the density of the base mesh?  Man, I have been doing things wrong, I have some changes to my workflow to make!  I do a few seams now, and I can see I'm going to need to tweak a few settings, but I can so work with that!  There is always so much to learn!

Thank you!!!   My lil baby dragon has a nose now!

(Sorry it took me so long to reply, it was taking a while to process the new model so I went on the family grocery shopping trip.  Thank you so much!!)

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As far as I can tell, actual displacement.  Capture of the Shader Settings: https://www.screencast.com/t/9A1wVrFAtT1

Additive (and a bit subtractive) sculpting is exactly what I was doing.  I turned my brushes down to low-flow, set the spacing to nil, and then varied the stroke opacity depending upon how much I was painting.  It worked very well with fill layers and masks for laying on effects.  First I would put down general large shapes, and then refine them, generally sticking with additive sculpting until it came to putting in finer details.  I'm not practiced with sculpting, but this worked for me.

Unfortunately, no matter what shader I threw on the mesh, it was incredibly difficult to see where I was sculpting without constantly pausing and rotating the model and/or environment.  It was very flat.  On the bright side, I did learn how to do this much more quickly by remapping the buttons on my tablet stylus and keeping my keyboard beside it, but it still would have been a real boon to be able to see the defined shape as I worked on it. 

I don't think it helped that the normal maps appeared to ignore the painted displacement.  Putting a "height to normal" layer didn't do anything, either, because I was painting in the actual displacement channel and leaving the height channel for smaller details baked into the substances I applied after sculpting was finished. 

I really did love sculpting in Painter, just wish it'd be easier to see!

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SubstanceSubstance - Meet MAT 2 Contest - Re: Meet MAT 2 contest FAQ
 on: February 05, 2020, 10:00:32 pm 
How are you guys uploading to SKetchfab and have the displacement working? When I use the export option, it doesn't export height and if I do bring in height, the model needs to be subdivided but I see tons of people have their displacement working in Sketchfab. Any help would be appreciated.

I am running into the same issue.  I exported my displacement maps manually, and I can get them hooked up in Sketchfab, but the displacement conveyed on the maps is completely different than what I get from previewing and rendering my textures in Substance Painter.  I did a -ton- of non-destructive hand painting with fill layers and masks, largely because I'm not very confident and painted one area at a time, and the exported maps are largely white instead of the masses of gradients they should be.  My little dude wasn't much, but I would have liked to have shared him, and his texturing completely depends upon the displacement.

I took screenshots of both SP and Sketchfab, but I'm uncertain if it's appropriate to share them here.

4
SubstanceSubstance - Meet MAT 2 Contest - Re: Meet MAT 2 contest FAQ
 on: February 04, 2020, 04:22:50 pm 
I would like to second Rosina's query, please.  I am eight hours off of GMT, so many contests actually end a day early for me.

Well, it started earlier for you as well :)

Aha, so true!  Must focus on the positive!

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SubstanceSubstance - Meet MAT 2 Contest - Re: Meet MAT 2 contest FAQ
 on: February 02, 2020, 11:30:13 pm 
I would like to second Rosina's query, please.  I am eight hours off of GMT, so many contests actually end a day early for me.

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I saw this on ArtStation and fell in love at first sight!  Instant fave!

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Greetings!

I was trying an idea with displacement in Substance Painter, but I am having trouble seeing the displacement as I paint.  It's there, and I can see if if I stop and move the camera back and forth, but I was wondering if anyone had suggestions for viewing the displacement better while I paint it (without having to stop and pivot the camera). 

So far the best technique I've been able to try has been changing my Base Color constantly to match the value of the displacement I'm handpainting, but eventually I'm going to have to hide those layers to paint color and I'll be back to wondering where I'm painting.  Wireframe view allows me to see how much I have displaced from the original, but not where the currently displaced mesh is.

Any ideas?  I keep feeling like I'm making this harder than it has to be.  Thanks for any insights!

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I appreciate the autosave feature so much.  It's a safety net that I love to have.  But, I was hoping there was a way to disable it for certain files.  I'm currently working on a very small model that somehow generates very big files, and so far my Substance Painter has locked itself for 20-minutes when I ran away for a 2-minute bathroom break, and then now when it was in the middle of exporting my textures (at 37%). 

After the first lockup, I tried starting the file over again entirely with a different workflow to decrease file sizes, and it totally worked.  By delaying the use of my high-res mesh and supplemental textures until the last minute before export, I had a 283mb project file... until auto-save kicked in and took its time to make sure I had a 1.59gb autosave.  If I could just disable autosave for certain files it would be just lovely.  I tried looking in preferences but couldn't find anything.  I could have completely missed it, though, sometimes I overlook the darndest things.  Help, please?

9
I wanted to buy Maya out the gate. When Autodesk went to subscription only (with that laughable pricetag to boot) I bought Modo instead. Straight up bought the perpetual, not the indie.

Yaknow, people may diss the Foundry but they did ok by my book when they "changed Modo to subscription."
  - Got a perpetual?  It's all yours forever.
  - Want a perpetual?  Sure, we got those, too.
  - Want maintenance to keep your perpetual updated?  Sure thing, and you keep the latest copy of the software forever, even if maintenance expires!  Hey, if you get maintenance when you first purchase Modo, we'll even knock $200 off every year, as long as you maintain it.  Let's reward the loyalty.
  - Just want the software for a couple of months?  Here's the subscription options.  You can't keep the software after it runs out, but this'll get you through your current project.
 
It's like... something for everyone.  And so much better than -any- plain subscription model.  I can't understand why more companies (Autodesk, Adobe, etc.) don't offer both and everything in between.

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Just as a FYI: The link to the CEO's statement in the email doesn't work.

Also, Gamasutra has posted some interesting details -not- in the email here:  http://www.gamasutra.com/view/news/334987/Adobe_acquires_Substance_toolkit_creator_Allegorithmic.php

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Adobe inside~


How long before Allegorithmic support ends i wonder ;)

P.S: Prepare for adobe shutting down the license servers, don't think they wont.
This is mainly my concern and my question, as well.  Substance recently integrated into Vue (YAY!!!!), and I really depend upon the Modo integration already.  Now that Adobe has waded into the 3D arena, they are now a competitor for all of these other 3D programs. 

Can we be offered any sort of assurances at all that further 3rd party support will continue to be offered and updated?  Or should I being adapting to a different workflow now, that bypasses the use of these plugins?  (I really, really love Substance, ever since the Beta, I am just wading into a double-set of large projects and would like to hammer out kinks before they happen.)

Also, should we be backing up our Substance Share downloads and Substance Source purchases, or will those databases continue to be maintained?  (I lost my order history entirely on the last big store/database change.)

Thank you very much for all of your years of hard work, for making such fabulous software that makes life so much easier, and for anything and everything you do to help us make this transition a little smoother!

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I want to say THANK YOU so much for the update to the Modo plugin!   I have been at my wit's end, trying to load newer Substances in Modo and having it error out at me with the message stating that the Substances have features not yet supported in Modo, because I was using the old plugin.  Thank you so much for the update!!!

I come here with a problem, though, and please do not kill me.   I could certainly have done something wrong.  It could definitely be a case of user error.  But, when loading a Substance in Modo 12.1v1, the Specular, Glossiness, and AO maps for each substance don't have their layer effects set.

https://www.screencast.com/t/vnLkoD2EtA

It has happened with multiple substances, and even when they're set at different resolutions.  I can set them by hand, no problem there at all, but I figured it's something y'all would want to be aware of.  Please don't be mad, I'm truly happy to see the plugin updated!!  Thank you for all of your hard work!!!

PS:  The attached log is the Event Log from Modo, and I am not sure if it is the right thing to attach, but all of those errors came up when the initial Substance was loaded.

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Substance PainterSubstance Painter - Technical Support - Freeing the Camera?
 on: October 11, 2014, 09:42:23 pm 
Bit of an odd question.  It's been a bit since I've used Substance Painter, so I could just be missing something obvious, but is there any way to turn off the constrained snapping on the camera rotation?  I've tried clicking the little camera icon that says "Free rotation", and I've tried using alt-left mouse button and alt-middle mouse button, and everything I do snaps the camera into place at what appears to be 90 degree increments.  It's driving me a bit nuts!

I just freshly scrubbed and reinstalled my previous installation of Substance Painter, so I am thinking the problem is with me... please tell me I'm missing something simple and obvious??

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OMG!  You weren't kidding, were you!  Is that what I see in today's newsletter for Beta 8???  I can't wait for next week to get here!  Thanks you guys!!!!!!!!!!

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I don't have an answer, but this seems like it should be an equally useful answer for my question - http://forum.allegorithmic.com/index.php/topic,1729.0.html

Since we haven't gotten an answer yet, I filed it as a feature request in the appropriate forum, just in case:

http://forum.allegorithmic.com/index.php?topic=1746.new;topicseen#new

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