Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - w.frazier

Pages: [1]
Thanks Fabian, that appears to have worked... although when I adjust the value in Viz, the change is not that subtle, not like I recall it being with the pre-built substances, and I find that the value seems to increase the overall brightness of the texture (making it look quite blown out at higher values), almost as if the blending more were additive rather than multiply - to use a term from a layers paradigm.

Also - I am finding that the Game Textures Parts 1 and 2 that I downloaded are all .sbsar files with no editable .sbs files... a co-worker has those as .sbs files, but I think his license is pro vs my indie license... is that a limitation of indie?  I ask as those pre-built sbs files make for a good starting off point.

Finally - I upgraded to 5.3 today, and get a crash dialogue every time I quit the program (OSX 10.10.5).  Is that a known issue?

Thanks again.

Ok, so.. full disclosure, I do not know a great deal about this program.  It is, unfortunately not even remotely intuitive, and while there are a wealth of tutorials out there, my frantic workload has thus far precluded me from being able to set aside sufficient time to go through them.

My aim is to try a proof of concept substance to determine if Designer can have a place in our workflow with VizRT.  The sample .sbsar files I load into Viz have adjustable parameters for many values, but the most important one for this purpose is 'roughness', which gives the substance's 'faked' reflection the ability to go from mirror like to highly diffuse.

What I need to do, however is create a new .sbsar file from scratch and have at least that parameter (though hue shift would be nice too) exposed so that I can dial in the look in Viz.  The model to which this substance will be applied is an F1 car.  Here's what I have done:

I created a new metallic/roughness substance, made a BitMap node and loaded the UV texture for the car into it.  I have connected this node to the Base Color and Metallic nodes, and frankly in this state, it is pretty much what we want.  However, I am unclear as to what I need to attach to the 'roughness' output mode in order to have the ability to expose the roughness parameter when I publish the substance to a .sbsar file.

I feel like I can't find a specific bit of instruction for this because it is a very basic function, but my deadline for this project is super tight, and there are many areas of it which require my time and attention.  I thank you in advance for any help you can give me in uncovering this most rudimentary of secrets.

 - Will

Alexandre - I know it's too late for this now, but in the future these things can be easily recorded without any concern regarding the traffic in the booth.. you merely need to have a capture device recording the feed from the presenter's computer, and a feed from his microphone into a decent audio field recorder.  Then, just pull the two feeds together into an NLE, synchronize, export, and publish.  Sure it won't be cutting edge production value, but the presenter's screen will be clearly visible, and their explanations clearly heard... this is all we need / want.

Pages: [1]