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Messages - outtoplay

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1
So I know how to hook up a displacement map in Arnold. But the midpoint is based on a gray value, so even areas that should have no displacement 'puff up' the model.  The answer is likely in the Alpha Scale and Alpha Offset, or the spread between them. But I'm not sure the correct, or consistently correct settings to use.  In Zbrush, you can generate a displacement map with the midpoint set to rgb 0,0,0, so it doesn't bump where there's no detail. How might I achieve the same results with a Height Map generated in SP..

Thanks,
B.

2
Hi, I want to paint normal data in SP. I have a mesh, not a low poly and a High poly, just a regular model out of Maya.
Is there a way to generate a normal map for a single mesh in either SP or SD? I imagine any height data painted will bake out to a normal map even if I don't start with a normal map.  Is this correct?

Thanks,
B.

3
Currently at 1.6!!! and STILL no BASIC tools like rect/circle...just wow

THIS...

4
Thanks for the reply. Multi-Tile is definitely of mad importance.  Please consider it for 2.0.

Thanks,
B.

5
Hi

Let me describe the use-case in detail, so that i can get the best possible suggestion:

I have a 3D character model, and i wanted to use 2 separate UV Sets (Maya), so that i can get good resolution on both body AND head of the character.

Then i realized that SP and SD do not support multi-uv-tiles yet, only 1:1 uv tile, but i can use this hack with assigning different material IDs and those render as separate "Texture Sets" in Painter (which kind of resembles multi-uv-tiles in sense that it gives more resolution). So far so good, i can get more RESOLUTION in Painter.


My questions (before i do this overlapping of UVs in Maya and possibly waste more time):

1. Could you shortly describe how TextureSets workflow translates into Substance Designer, how does it work - i mean for ex. for 1 texture set id create graph for it and attach it to material that i can see in 3D View and in 2D view i can see this 1 texture set, how about using 2 texture sets from painter in designer?

2. Also id like to see the output of Painter back in Maya 2016. I can bake maps, but in Maya i have now only 1 UV Set with HEAD and BODY UVs overlapping! I think id have to separate that into 2 UV Sets (so UVs dont overlap) so that baked maps from Painter can be attached?
EDIT: i think i misunderstood how materials preview in Maya (ignore question 2 pls)

Alternatively, can we somehow automatize this?
For ex. would it be possible to bake the maps in Painter, somehow plug them in designer (question 1), publish the substance, and plug the substance in maya using the substance plugin in Maya2016? <- would this sp->sd->maya workflow work with the multi-TextureSets workflow that you use in painter?

ty

Hi ty,

1. Could you shortly describe how TextureSets workflow translates into Substance Designer, how does it work - i mean for ex. for 1 texture set id create graph for it and attach it to material that i can see in 3D View and in 2D view i can see this 1 texture set, how about using 2 texture sets from painter in designer?

A textureSet is just a material ID. Any material you assign to faces will become a texture set in Painter. When you import an FBX with multiple materials into Painter, each material will become a texture set. In Designer, a texture set is a graph. When you create a graph, you can assign the graph to any of the materials in the FBX. With Designer, its a bit more flexible as you can assign any graph to a material on the FBX mesh.


2. Also id like to see the output of Painter back in Maya 2016. I can bake maps, but in Maya i have now only 1 UV Set with HEAD and BODY UVs overlapping! I think id have to separate that into 2 UV Sets (so UVs dont overlap) so that baked maps from Painter can be attached?
EDIT: i think i misunderstood how materials preview in Maya (ignore question 2 pls)


It should work the same as Painter. Even though the UVs overlap, since they are assigned to a different material, it should work. The problem will be if you have the same material assigned to the UV set with overlapping UVs.

Alternatively, can we somehow automatize this?
For ex. would it be possible to bake the maps in Painter, somehow plug them in designer (question 1), publish the substance, and plug the substance in maya using the substance plugin in Maya2016? <- would this sp->sd->maya workflow work with the multi-TextureSets workflow that you use in painter?


Yes, you could do this. Just remember that since you don't have access to multiple UV sets per mesh, you are using multiple materials. Its basically the same workflow. You can size the UVs to fill the 0-1 space as much as possible to retain the best resolution, but the difference is that you need to use multiple materials. So instead of a UV set.. its a material you are working with.

Cheers,
Wes

Wes, Is Multi-Tile UV support (Or UDIMS as they're known in MARI), something that we can look forward to in SP?  It's a pretty common workflow to reduce map size.

Thanks.
B-

6
uploaded a reference. Most of the assets that the company requires are mostly hand painted style. Can substance painter achieve something similar? Most of the gallery and examples I've seen are PBR and realistic/grunge/dirt style.

No further input or suggestions on how to achieve this type of look? 

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Renderman non-commercial is free, so that should help in getting access to it. So a little guidence in setup would be mighty helpful.  :)

8
It's probably because we don't use the same brdf for the diffuse component, we use Lambert and vray probably uses Burley.
We won't change that for the moment as it's a lot more expensive.

Nicholas,  Have you observed the same results/issues with Arnold?  Any chance Wes could throw together a short vid on this topic. It's pretty important and would be tremendously helpful for folk looking to expand SP & SD's reach into the world of rendered animation.

9
Would be ever so grateful if there was some documentation or simply guidance here on map usage for these new output presets.  Could be a super simple set up, a sphere with native PBR maps in SP, and once outputted for Arnold or Vray, which shader map setup would give the closest results to the painted object in SP.

Would be genuinely grateful for your time.

Thanks,
B.

10
Substance DesignerSubstance Designer - Discussions - Re: SD PBR VRay filter
 on: August 30, 2015, 10:08:54 pm 
I'd find this quite helpful as well, but for Arnold as well. Could be a super simple example (or vid by Wes  ;))  For example, Would you use the Arnold (or Vray), standard shader?  The addition of this option was terrific, a little assistance with workflow would be greatly appreciated.

11
Wes, have you seen this?  https://www.youtube.com/watch?v=ZGvvAxRHqgw&feature=youtu.be&a&ab_channel=LakshBhatnagar

He'll be doing beta testing starting next week (supposedly).  Also doing a vid course of working with SP.  Thought it offered some hope for those of us interested in the film/broadcast side of things. (although that topic is frowned upon round here... ;))

12
Hey,

Painter technically supports non-pbr workflows; we have working non-pbr shaders internally and it works fine. The reason why it does not officially supports it yet out of the box is that we think the custom channels/lighting management is not good enough to allow users to use these custom shaders without going through some convoluted workarounds and providing these shaders will only flood our support inbox with questions and incomprehension.

We will be working on improving this part of the workflow in the near future though and will release a ton of various non-pbr shaders when it's ready.

Thanks for the honest reply. Clearly you recognize that existing workflows to recreate the terrific results an artist can achieve in SP are far from a fluid experience.  I'm very curious about "Painter technically supports non-pbr workflows; we have working non-pbr shaders internally and it works fine."   Is this something that is worth exploring at this time (convolution not withstanding).  I understand your concern about lauding a not ready for primetime solution, but how would one go about learning / experimenting with these options, at least until you feel the workflow is to a point that you would promote it publicly?

Could Wes or someone familiar with the above do a short 'tech demo' with the caveat that you don't want to hear about it after?  lol Or perhaps there is some docs that might detail how to proceed. Something simple Like How to import a sphere, paint it, export the maps for (for instance), Arnold, and it just work in Maya.

How concrete is 'near future'?  No offense but I know SP is based in Game Industry needs. Is supporting the other half of the CG industry (film, broadcast...), a need as well or more of a 'wouldn't it be nice if...'?

Thanks,
B-

13
Painter + PBR workflow = heaven.  It really does. It's a terrific toolset, great interface, sexy materials, truly the cat's meow.   That said...  Putting aside all the stand on one leg, and flap your arm solutions, the endless suggestions to experiment, tweak and hobble a workflow together to get something that looks like a reasonable facsimile of what you see in SP over to Maya (Or Max or any other full 3D animation production package), I have a question.

Is there a timeframe for Substance Painter to support a non PBR workflow? One that just...works when you output your painted result back into Maya or whichever. To be specific, if an artist paints a model in Mudbox (may it rest in peace), or MARI, either supports a non-PBR workflow so map assignment is simple and straight forward. The output is renderable with whatever rendering solution you happen to be using, Vray, Arnold, Mental Ray, Renderman... 

I'm asking about a genuine, honest to God, non-PRB workflow for the folks who have no interest in Game output.  Don't get me wrong, I love game output, it's terrific, it's an elegant, efficient, beautiful workflow IF you happen to need it. Wes has eluded to such a capability well over a year ago. Is this in the Roadmap?  It's totally cool and acceptable if Allegorithmic has decided this is not a workflow they wish to support, but I'd like to know.

I ask in particular as I teach Thesis Computer Animation and would love for our Dept to adopt SP/SD.  But we are not a Games Art program. The vast majority of our grads work in production shops like FrameStore, Psyop, Sony Imageworks, Pixar.....yada yada.  So A broadcast and film workflow is the priority. SP has a terrific workflow, and could be invaluable to our students.

I would really, appreciate, a firm, well-considered answer to whether it is prudent to expect this type of support for those artists outside the game industry.  That seems fair, right?

Oh and have a lovely Memorial Day weekend!

B- 8)

15
Wow... literally just posted about this as well. I'd delete my post, but I can't.
For a node based editor this seems like a no-brainer.  Temporarily turning the node into a pass-thu

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