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Messages - fasolatido@icloud.com

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1
The problem was the plane wasn't selected and having the object in a group was causing problems.
Thank you Vincent for offering your help. Much appreciated :)

2
Hi,

I've asked the same question over at the UE4 community.

See attached image. 2D light streaks made with Substance Designer.
When the glow is added artefacts appear in UE4.9 making the streaks look like space debris entering Earths atmosphere..
How to rid the artefacts?

Thank you

3
Substance DesignerSubstance Designer - Discussions - Re: OS X Metal
 on: June 15, 2015, 10:44:30 pm 
Awesome. Thank you for sharing. If it ain't broke don't fix it  ;D
Perhaps Apple will make Metal open source like they did with Open CL.

4
Substance DesignerSubstance Designer - Discussions - OS X Metal
 on: June 15, 2015, 05:21:16 pm 
Hello Dev's,

I understand Apple's implementation of Open GL sucks, to say the least.

The news must have reached you that Apple's Metal is coming to OS X.
Performance increases are huge. I read the api is easier too?
Will Allegorithmic implement Metal? This would sweet and perhaps have
SD run like it does on Windows.

Cheers

5
// UPDATE Part Duex:

Nope I was wrong. It published @ 2K.
When publishing SD does not respect project graph resolution settings.

For 4K the engine must be set to OpenGL, which is problematic at best.
First time loading of a project made with 4.4.x in 4.5.x works, nice and a bit smoother yes.
Then switching engine to OpenGL is when SD starts fucking up again. Restarting the system
is no use. Opening an autosave (4.4.x) in 4.5.x works nice and a bit smoother yes.
Then switching engine to OpenGL is when SD starts fucking up again.

After taking it's sweet time to load graphs, if at all, the 3d model does not display.
So I load the 3d model. But then the graphs do not load nor display on the 3d model.
Sometimes after two cups of coffee one of 20 graphs load.
So I switch back to CPU right? NO! it won't let me, or wait literally 15 minutes and the dialog appears.
Id SD dpoes not crash by itself I kill it. Restart with no projects and yes, then, it lets me switch engines.

Wauw, after going back and forth between SD and here 30 minutes have passed. It loaded more graphs!
Yeah 5 of the 20 or so, and not even all channels.
//

6
// UPDATE:

Thanks guys, your latest update fixed exporting to 4K!

And also has SD became faster at loading my projects.
Feels more responsive and the 3D viewport render looks nicer too  ;D

//


read post below

7
Substance DesignerSubstance Designer - Technical Support - Re: Publishing Woes
 on: November 13, 2014, 03:21:53 pm 
Thanks Chief ;)

8
Substance DesignerSubstance Designer - Technical Support - Re: Publishing Woes
 on: November 13, 2014, 02:55:55 pm 
@artzfx,

Thats correct. To make sure 4K is active in all windows the engine must be set to use gpu, OpenGL GLSL.

@Wes,

Forgot to mention 4.5 forced me back to 4.4.1. I'll give 4.5.1 a try.




9
// UPDATE:

Thanks guys, your latest update fixed exporting to 4K!

And also has SD became faster at loading my projects.
Feels more responsive and the 3D viewport render looks nicer too  ;D

//



// UPDATE Part Duex:

Nope I was wrong. It published @ 2K.
When publishing SD does not respect project graph resolution settings.

For 4K the engine must be set to OpenGL, which is problematic at best.
First time loading of a project made with 4.4.x in 4.5.x works, nice and a bit smoother yes.
Then switching engine to OpenGL is when SD starts fucking up again. Restarting the system
is no use. Opening an autosave (4.4.x) in 4.5.x works nice and a bit smoother yes.
Then switching engine to OpenGL is when SD starts fucking up again.

After taking it's sweet time to load graphs, if at all, the 3d model does not display.
So I load the 3d model. But then the graphs do not load nor display on the 3d model.
Sometimes after two cups of coffee one of 20 graphs load.
So I switch back to CPU right? NO! it won't let me, or wait literally 15 minutes and the dialog appears.
Id SD dpoes not crash by itself I kill it. Restart with no projects and yes, then, it lets me switch engines.

Wauw, after going back and forth between SD and here 30 minutes have passed. It loaded more graphs!
Yeah 5 of the 20 or so, and not even all channels.
//


Hi,

Running 2013 iMac i7, with 24GB Ram. nVidia 680 2GB Vram.
Upgraded to 24GB of ram.

Under the following circumstance 4K publishing is achievable.

- linked images must be jpeg's
- image compression set at jpg
- no nodes or fancy graphs.
- use final maps for a new substance

My current project does not export to 4K EVEN with all linked images converted to Jpeg, and compression set to Jpeg.
I export all final generated maps, save or convert to jpeg.

Start a new substance project and link the aforementioned files with compression set to jpeg and hook them to the final outputs.
Just one graph with no nodes nothing per mesh.
Now publishing works.

But what the use if no exposed functions are available?

I hope I just got carried away too much and my approach is the problem.
I'd like to share my project files with you Wes, perhaps you can give me some advice?

Thanks!

10
Substance DesignerSubstance Designer - Technical Support - Re: .mud files?
 on: November 09, 2014, 03:05:41 pm 
No Substance Designer does not support importing/linking Mudbox files.

Mud box can amongst other formats export to .fbx.


11
Hi,

Outputting 2k with jpg compression set for al linked bitmaps, SD still failed to export.
Note: no parameters have been exposed.

Since no parameters have been exposed, why is SD still running through all the nodes?
The maps are right there in 2D view. Are the all the nodes part of the .sbsar? Even if none are exposed?

So I figure lets cut out all nodes just use the end results outputs for a new substance.. Start a new substance scene,
and only use  the previously saved images linked directly to the output nodes...
Then publish. It works. At 2k jpg compression...... . . ..

So does publishing a sbs to sbsar include al the nodes? Even if not exposed? Hope not.

Why is 4k even at JPG compression for input maps such an issue on Mac.
Why not include the batch tool with all packages?
Problem solved and one less finger pointing.

R


12
Substance PainterSubstance Painter - Showcase - Re: Alchemist Backpack
 on: October 17, 2014, 04:44:49 pm 
Great design execution. A keen eye as they say.

13
Substance DesignerSubstance Designer - Showcase - Re: Titan WIP
 on: October 17, 2014, 04:39:15 pm 
Thank you :D

14
Substance DesignerSubstance Designer - Showcase - Re: Titan WIP
 on: October 13, 2014, 11:54:20 am 
Wow, I haven't seen the previous wip in a while... This time it has the spider added and it will get some serial number decals of sorts making more clear it's a war machine.
Normals of the Titans skin have been reduced increasing contrast between the metal en tech parts and this softer organic body.


Will also add more grease and some blood on the fangs.

15
Allegorithmic wants it out asap.

What platform are you one? Win or Mac?

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