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Messages - msperling

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1
Wes, as a community leader, proven to have a level head on your shoulders, can we please hear your unedited opinion, unadorned with sugary toppings?

Aren't we expecting a little too much of an employee who needs a salary to feed his family? It's not Wes' turn to speak about this decision as he probably had no stake in it.
These are top level decisions - so the CTO/CEOs are the ones to address this question to.

2
Cannot express my frustration about this move. Hopefully Adobe won't meddle with your development or subscription system in any harmful way. I wish you the very best outcome - a lot of negative vibes currently coming your way. Be strong.

3
Hi there,

I 've developed a habit to work with 512x512 graph resolution to get results fast.
What I regularly find difficult though is to scale the resolution up to 2k x 2k when I'm nearly done with the graph.
Usually the results look a lot different (especially with small scale features like pebbles, cracks and pores) with the new resolution.
How do you go about breaking this resolution dependency? Slope blur, noises, warps... they all act differently on different resolutions and need their attributes adjusted to accomodate for when there are more (or less) pixels.
Any advice? Do you create custom nodes that scale attributes based on the output resolution? Or do you simply not use the lower resolutions to develop your graph?

Thanks.

4
You are doing a great job where Unity is not. Don't rush. Take your time.
We had to live without SBS6-support for so long now that it shouldn't matter if it takes you a few weeks longer to get this thing out.

IMHO it is Unity who is to blame - they added Substance support as an engine feature and did some heavy marketing on this stuff as well. Now they are simply breaking their promises. And doing so in silence like some shady thieves.

5
Transparency in games or realtime render engines for that matter is a difficult thing to implement.
Basically your material is using a shader that looks at what pixels have already been drawn and blends the pixels of your transparent material with what is already there.
However these shaders usually don't write to the z-buffer - they don't prime the pixels of your transparent mesh for proper z-sorting. That is why some parts of your transparent mesh stick through and get overlaid by itself.
Often engines simply decide what transparent mesh to draw first based on its position to the camera - which is happening way before any pixel shader has run and z-writes may have occured.
So it is best to separate meshes into parts that can be drawn fully opaque (non-transparent) and transparent to minimize these artifacts.

6
Substance Integrations - Unity - Re: Unity 2018.1 Support
 on: December 19, 2017, 10:48:36 pm 
Wow, finally something is moving regarding the Unity implementation - thx for your efforts, Allegorithmic!
Will the plugin be free for us SD users?
Furthermore, there are already asset store plugins out there that can read substances (ProceduralTexture is the name of the Unity class if I remember correctly) and output combined maps (RTP terrain shader, Vertex Tools Pro) - will they need to change their codebase in order to utilize the plugin? I ask because this usually delays stuff further.

7
Saw that topic: https://forum.allegorithmic.com/index.php?topic=20952.0
Then saw this one here. Now I am sad. :(

Any chance to see this implemented in Unity within the next few weeks? :D
I know I know, they are slow.

8
This is confusing as hell. Why the difference in maintenance durations?
Buying on Steam January 30, 2018 should give you updates till January 30, 2019 - on Steam.
Why is it necessary to download the standalone licence to get the proper maintenance duration?

9
I am interested in this as well.
Are you going to update Substance Painter and Designer Indie licences on Steam, too?
Say: if I upgraded my licences here on your website, will I get a patch for my Steam versions? Or will you simply hand out new Steam keys?

10
Oh boy, it didn't occur to me that the tiling was also relative to the parents. Thx, that solves the problem. So no bug, sorry for that.

11
I've already submitted a bug report regarding this issue from within Substance Designer. Since the submit button behaves strange I do not know if it ever reached you.
So here it is as a forums post and illustrated by this gif:


As you can see the Safe Transform node does not correctly tile the image when it went through a Transform2D node before that was set to Absolute: No Tiling.

12
Substance Designer 6.0.3 Indie here:
After pressing the Submit button it changes to "sending" state.
After that a cryptic string populates the button ending on the word "click!" in parenthesis.
I do not know if the two bugs I just submitted have reached your server. No confirmation mail either.
Exactly what I reported few days ago but didn't get any attention or reply. Frustrating when you want to actually take your time to write a bug report and cannot be sure if all the hassle was worth it.

13
Substance Designer 6.0.3 Indie here:
After pressing the Submit button it changes to "sending" state.
After that a cryptic string populates the button ending on the word "click!" in parenthesis.
I do not know if the two bugs I just submitted have reached your server. No confirmation mail either.

14
I'd like to know, too.
When will we see the SD6 engine integration in Unity 5.6?
I fear that UT might stop supporting that release alltogether concering Substance Designer and postpone any upgrades to Unity 2017. Let's hope for the best.

15
Hi,

I am used to zoom into a 3d scene or a 2d graph by pushing the camera away from the focus point. This means moving the mouse cursor upwards during the click pushes me out. Moving the cursor downwards during the click pulls me in.
However I am also used to zoom into a scene when scrolling the wheel away from me. To zoom out I usually scroll the wheel towards me.
While this sounds somewhat counterintuitive it is the way my finger muscles were trained by countless applications.
In Substance Designer however the scroll wheel works exactly as the button push/pull. Inverting the default zoom methods inverts both buttons and wheel.
Can you provide a flag to separate the inversion from button and wheel zooms?
Or is there a way I could do that myself? Ini file, registry entry or whatever?

Thx :)

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