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Messages - iliya.kuzmichev

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1
Hi! I'll be posting all my materials here.

Also there are topics that may interest you:

Curve drawing system for Substance Designer:
https://forum.allegorithmic.com/index.php/topic,23080.msg91075.html#msg91075
Convertor for Quixel Suite materials into Substance:
https://forum.allegorithmic.com/index.php/topic,22193.msg88112.html#msg88112
Pseudovolume rendering:
https://forum.allegorithmic.com/index.php/topic,21515.0/topicseen.html





https://vimeo.com/280391071

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Hi everyone! Just made another tool, which allow you to edit and draw various curve-based shapes, place stuff along curves and more.





Gumroad: https://gum.co/sd_curves

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There is no shader option for default viewport renderer. For iRay you can make custom shader or edit default one.
Isn't it easier to bake your normals to tangent space? Object space NM is very rare thing nowadays. You however can rebake your normals in SD from object to tangent space.

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Substance DesignerSubstance Designer - Showcase - Re: Pseudovolume rendering
 on: February 28, 2018, 08:53:50 pm 
Kind of "finished" state:


Experiment with bringing signed distance fields into Substance designer.

This one features full control over transformation of model, but has serious drawbacks:
- Difficult pipeline for getting baked maps - you will require Houdini for that;
- Higher resolution for maps needed. For example for 512 output image you need 16Kx8K map, which above currently supported limit for Substance Designer, while impostor rendering technique require just 8Kx4K map for 512 16x8 atlas used;
- Low output bit depth - it determined by dimensions of rendered SDF atlas, in case of 512 output image - it will be 9bit, which is useless for normal maps;

So I ended up using impostor rendering technique and leave this one as is. Of cource, it's possible to fix most of these issues, but it require significantly more free time, than I have.

Package contain:
- Actual node graph with all the math needed for it to function;
- Matrix math package - as one of dependencies;
- Houdini file with sample setup for making SDF maps;
- screw nut HP mesh and baked SDF for it.

Gumroad:
https://gum.co/sdf_render
Vimeo:
https://vimeo.com/257932961

For actual production-ready solution look here: https://gum.co/mesh_render

5
Converter for Quixel Suite 2 materials and masking patterns to format, compatible with all Substance-supported applications.
Upload does not contain any content, owned by Quixel or Allegorithmic. You will need Quixel Suite 2 and Substance Designer licenses to use this.
Tested on Quixel Suite 2.3.1 and 2.3.2.
Video: http://vimeo.com/253421134
Gumroad: http://gum.co/q2s



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Substance DesignerSubstance Designer - Showcase - Pseudovolume rendering
 on: December 06, 2017, 05:07:15 pm 
Hi there!

I've made prototype of pseudovolume texture raymarching inside Designer:


It takes texture rendered in Houdini via Volume Textures tool and makes some magic inside.
I'll post link in my thread when it's done.

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Final renders:

One, that resembles original image


and one, that I like more

9
Flowmap painting demo:


Some graphs:
main:


actual noise node:


flowmap travel node:

and it's content:



10
Update:

metallic variant:

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Hi all!

I decided to make this one:


WIP:

14
Hi.

I have problem with Substance Painter 2.
Brush, tool, particle presets and smart materials/masks from default shelf do not loading (materials, alphas, textures, etc is ok) while running SP2 in non-privileged mode.
In administrator mode everything fine, except inability to import stuff into project by drag'n'drop.
I tried this workaround, but it doesn't help. https://support.allegorithmic.com/documentation/display/SPDOC/Shelf+is+empty
I'm using 64 bit Windows 8.

15
Another problem with saving in TIFF is premultiplied alpha on single layer, instead of saving flattened RGB + separate Alpha channel like in images exported to TGA

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