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Topics - jeffersonmpinheiro

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I need a node that takes as input 4 colors and a string, which contains numbers from 1 to 4. The node should replace the numbers with the input colors in columns.

So for example if the colors are red, green, blue and yellow, and the input string is "1122333334" (length = 10), then the output image should be an image that has 20% red, 20% green, 50% blue, and 10% yellow, as vertical bands, like so:

Can this be done in SD? Or any workaround?

I thought about using a pixel processor, but I can't figure out how to parse a string (get an input string's length and substrings).

I'm working on procedural textures for my master's degree, and would like to use Substance to do the texture generation. However, I need to implement a reaction-diffusion system, and I can't figure out how I could implement a loop (or if that is even possible).

Basically, I need to do run a pixel processor, then repeat the same pixel processor on the previous iteration's result.

Is this possible? Without cascading multiple nodes, I mean.

First off, I watched the video and it looks impressive! Thanks for this feature.

However, it doesn't seems to be quite working here. The end result always contains some noise, as shown in the attached screenshot.

Actually, the problem seems to be that it is using the CPU, not the GPU. My GPU is idle, whereas the CPU is at 100%. Maybe if I wait several minutes or hours it will finish rendering. I have an i5 4670K, it takes about 1~2 minutes to get that render (there have been no apparent changes in the last 10 minutes, even though the CPU is at 100% load).

But wasn't this renderer supposed to use the GPU, anyway? My GPU is a Radeon R9 390.

I cannot connect the output of the node "PBR Dielectric F0" to anything. Output, Levels, Grayscale Conversion, Gradient Map, nothing. Is this happening to anyone else?

If we build a graph which size is "relative to parent 0x0", in the 3D view the resolution is 256x256. Is it possible to change this?

Other than going on each graph and increasing the multiplier. Which must be reset to 0x0 when publishing, this is annoying (our meshes have 3-5 materials each).

If it is possible, also consider updating the documentation here

Substance Integrations - UE4 - GPU engine for UE4?
 on: December 18, 2014, 10:47:04 pm 

Are there any news regarding a substance GPU engine for UE4?

CPU engine is causing problems like this,3474.0.html and also I'd love to get 4k x 4k textures ;)

I've added an Edge Select node to paint trims on this weapon, this is how it looks in SD:

But when I apply the substance in UE4, it looks very different:

The same issue happens on another weapon (another susbtance).


I have applied some Substance textures to a material, which is used by a weapon, which is loaded upon the Editor startup.

When I first imported them, they worked fine, but when I restarted the editor, the following error occurs:

Code: [Select]
LogLinker:Warning: Can't find file '/Script/SubstanceCore'
LoadErrors: Info Failed to load /Game/Blueprints/Pawns/BasePawn.BasePawn_C Referenced by WeaponMesh1P
LogLinker:Warning: Can't find file for asset '/Script/SubstanceCore' while loading ../../../../Documentos/Unreal Projects/ShooterGame/Content/Weapons/Revolver/Textures2/Revolver_mat1_INST_R_M_AO.uasset.
LoadErrors: Info Failed to load /Game/Blueprints/Pawns/BasePawn.BasePawn_C Referenced by WeaponMesh1P
LoadErrors:Error: Error /Game/Weapons/Revolver/Textures2/Revolver_mat1_INST_R_M_AO : Can't find file for asset. /Script/SubstanceCore

If I right-click any of the substance's assets (factory, instance, or texture), again it just says that "Failed to load assets" and doesn't spawns the popup menu.

However, if I assign another material to that weapon, so that those substance textures aren't loaded on startup, then the substances load fine.

My theory is that the engine attempts to load the substances before it loads the substance plugin.

Is there a way to force it to load the substance plugin earlier, before loading materials or skeletal meshes?

I'm using UE 4.7 (from the branch 4.7 in Github), unfortunately I already saved some assets and can't go back to 4.6 to test now.

However one way to reproduce this issue would be to download the ShooterGame sample (the 1st person shooter sample from the Learn tab in the launcher), import a substance, apply that substance to the rifle's material, and restart the editor.

I've attached my log file.


Substance DesignerSubstance Designer - Discussions - Edge detect filter?
 on: December 11, 2014, 04:26:30 pm 
I've drawn a black-and-white (not grayscale) SVG, and now I'd like a node that draws only the borders on it. Is it possible?

In GIMP there's the "Dilate" filter, which expands pixels further from their borders (kinda like applying the modifier "Push" in 3ds max), I thought of using something similar then subtracting from the original SVG to get what I wanted.

I want to merge the Metallic, Roughness, and one other (possibly AO or specular) outputs into a single texture, for better memory usage in UE4.

One way to do this is to open the outputs individually in GIMP and merge them. But I wanted to do this directly in Substance.

So I created a new output that has Metallic in Red, Roughness in Green, and Specular in Blue.

However, these outputs are not rendered in the 3D view. Is this a bug? Something I did wrong? Or is there another way to do this (merge grayscale outputs in a single RGB output)?

Dear Allegorithmic team,

Now that Epic has released an easier way to keep up with the latest UE4 builds (the "promoted" branch and dependencies downloader), it's more viable to develop games using the latest UE4 source available. However the Substance plugin doesn't always works with a new UE4 preview version.

I read in another thread that Josh does updates the Substance plugin on the latest UE4 preview version available; would it be possible to keep commiting these changes to Allegorithmic's github (possibly the master branch)?

The latest UE4 preview version (4.6) causes hundreds of errors in the plugin.

Thank you for your consideration!

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