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Messages - atomicFunkdog

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My heart sank when reading the email. But if you think it's for the best, then I guess we'll see. Hope you made the right decision.

The core idea of this is to make baking from exploded models possible while having an assembled model visible in the viewport.

It'll save the trouble of switching back and forth between assembled and exploded models whenever you'd want to bake something. This would also be extremely useful when working on a large model with multiple parts. The entire assembled model could be imported into the scene while the parts could've been baked off-scene one by one. 


Coming from Modo Indie where there is an max-tris limit on export, having a option to have Painter itself subdivide the high poly source model before baking would be great, since then I wouldn't have to export the un-subdivided high poly model into Blender and subdivide it there before passing it in to Painter.

That way, I could simply work in subdivision preview mode and when I was ready just export the model as is.


I noticed that the Levels node somehow auto detects if the connected node is grayscale or color. So it's not nessasary to insert any convertion node before connecting to it. I would like to have the same thing apply for a node I'm currently making as well. I just can't seem to figure out how. Any suggestions?

Not sure I follow. It decides the format that will be generated from the sbsar-file at decompression? For instance if I set it to RGBA32b, the texture in Unreal Engine will be just that?

Hi! Finally decided to find out what the Format option works.
So I made an Output node, set it to RGBA32b and attempted to exported as an image. In the export window I pick .png and export.
Upon inspecting the image, it appears it is a 64bit image.
I go back to Designer and change it to luminance8b. Export again, and it's still a 64bit image.
I go back to Designer and publish an sbsar as a 32bit rgba, and 8bit luminance. They both have the same size.
I go back to Designer to look at what the output is fed, and it is a 8bit node.
I change the input node to 16bit, publish it - sbsar is the same size. 

Where and how do I utilize the Format option?

Thought I'd give this sharing thing a go today, but the submission process left me with many questions and uncertainties.
  • I got a square thumbnail img, not on a sphere mesh which is on the submissions I see on the website. Is that automatically generated?
  • My thumbnail looked lowres because my graph was 256x256. Am I supposed to submit the sbs/sbsar on higher output size than parent? The parameters in UE4 etc would not be correct etc so this was confusing.
  • Are there any upload guidelines or other info I'm missing somewhere?
  • What happens next after I've clicked the Start Upload button? Do I get a preview to see if I'm happy with the submission, maybe testdownload the file myself to see if it works? (no, this just submitted the entry for review, oops..).
To make this process less confusing for me I need to understand what happens step by step in the upload process.
  • Thumbnail: How/where will this thumbnail be used. I need to understand its purpose to understand if it is a good thumbnail or not.
  • Name: Is this a place for artistic poetry or is it suppose to discribe the material. "Moonlight Blossom" or "Damaged Brown Old Brick Wall"?
  • Discription: Am I supposed to discribe how it looks, or how the sbs/sbsar behaves in applications, or what parameters are exposed, etc?
  • Start upload: What happens when I press it? Will I be taken to a browser to see my own submission before I publish it, will it publish itself automatically?

Anyway, guess I'll fix up my submission a bit more and write some proper text on to it next time.

I really love the concept of 'share', hope to be able to upload many things to it soon. Thanks for all the amzing work you do, Allegorithmic!  :-*

Yup that's what I needed! Seems I may have over-complicated my graph :)


I'm planing on making a texture with a classic flat-stone with a rounded finish to be used on rooftops with potential usage elsewhere as well. The red lines show the edge of the mask. The stones are aligned in horizontal lines. Each line of stones overlap another below it through masks and blend nodes.

The top and bottom line of stones are the same to allow y-axis tiling (if it wasn't offset there would be a missing line of stones) but it causes a problem when it has to be both the top layered line to overlap the line under it, and also the bottom layered line to not overlap the second bottom layered line.

Can I fix this in Substance Designer or Do I have to throw the texture through Photoshop and erase manually?

SubstanceSubstance - Discussions - Re: AMD or Nvidia ?
 on: March 20, 2015, 11:34:45 pm 
It'd be nice to have some form of benchmark so we could test out the performance on different components.

I myself have a FirePro W7000 (waterblocked) and I'm happy with the performance but I don't really have anything to compare it to. When I got the FirePro in 2013, it was a great purchase for me as I used software which used openGL in their viewports (Maya, Mudbox) and the card performed as well as the top-model Quadro cards at the time (in openGL tasks). Now that many softwares are starting to use DirectX viewports instead, I'm not sure if Quadro and FirePro cards are that useful for us anymore, and we probably get more performance out of GeForce and Radeon cards for each buck, - as these cards the FirePro and Quadro cards are openGL viewport optimized for the most part and I'm not too sure about the DirectX performance.

But yeah, I'd be nice to have some benchmark so we could get some data on this.

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