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Messages - daniel.z@dixit-algorismi.com

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1
Hi,

In this thread, you can grab the latest internal version of the modo plugin so you can get it before its officially released from The Foundry. This plugin is beta and you may encounter issues. Please let us know in this thread if you find any issues.

Build 165
Status: Sent to The Foundry

1. Fix for colorspace. Diffuse, basecolor, specular - sRGB. All other maps interpreted as linear.
2. Add Image Tab with options for UDIM/Colorspace
3. Fix for animated substances not rendering
4. Substance Engine 5 support

https://dl.dropboxusercontent.com/u/4595383/substance-modo_2.1.0_build165.zip

404 not found...

2
I also have this bug. The input fields only accept numbers on both the "customer id" and "license key" input fields. I tried to activate over the website option and got a key, but on the next start it shows "0" in the "customer id" field instead of my user id. Then it's back to start again...

Looks like you have a bug with the field only allowing digits and no alphanumerics? Any idea how I can work around this?

Hello,

The customer ID is number only and the license key is alpha numeric. Please be sure you don't have any spaces as the cursor beam could be once space over when you click in the field. You can copy and paste the ID and Key numbers into the fields. Please give that a try and let me know if that works.

Cheers,

Wes

Ooops, somehow thought that I had to enter my email address. Embarassing! Thanks for helping out.

3
I also have this bug. The input fields only accept numbers on both the "customer id" and "license key" input fields. I tried to activate over the website option and got a key, but on the next start it shows "0" in the "customer id" field instead of my user id. Then it's back to start again...

Looks like you have a bug with the field only allowing digits and no alphanumerics? Any idea how I can work around this?

4
Substance PainterSubstance Painter - Showcase - Re: Ent
 on: April 29, 2014, 09:40:06 pm 
Looks good. The UV mapping might be a bit stretched though. Looks like the texel density is not uniform.

5
Cool! That's exactly what I want. I'm always amazed what solutions you guys find by thinking around the corner ;D

6
Hey guys, politely bumping this :P

7
Substance Integrations - MODO - A offer you can't resist
 on: April 25, 2014, 04:28:01 pm 
Hi guys

You may want to update your store page on the The Foundry website. It's still marketing Substance Designer 3.6  ;D

http://community.thefoundry.co.uk/store/compatible/substance/designer/

8
Hi Eric, did this make it into 4.2? I'm setting a texture input of the substance. Ingame all is fine. When I exit the game. I get the "m_InstanceID == 0" error in the editor.

Thanks you
Daniel

10
Hey, just thought I'd chime in, as we ran into this same bug ourselves. The way that we worked around this problem was to do a channel shuffle in designer to simply swizzle the glossiness map into the alpha channel of the spec map. That way when it gets into Unity, you already have the right map in the right place and don't have to worry about this problem. Hope that helps!

Hey thanks for the tip! I tried that but the for some reason the specular's alpha changes on publish back to as if I didn't channel shuffle the gloss into it's alpha. Bitmap export works fine though. Did you delete the gloss output after you plugged it into the specc's alpha?

This is a known bug. See http://forum.allegorithmic.com/index.php/topic,801.msg5227.html#msg5227
A fix is coming :D

11
Substance DesignerSubstance Designer - Technical Support - Re: apply gamma
 on: April 19, 2014, 04:00:39 pm 
Actually, the mid point key does not exactly correspond to a gamma correction. However it can be used to simulate a gamma correction using very specific values.
Here are some filters to convert srgb images to linear and vice versa.

Nice! Thanks :D

12
Just a guess, but maybe the meshes are not freezed and centered to 0,0,0?

13
I found a solution. Replying to myself here so others with the same problem can google it...

The noise was calculated wrong because the engine cache limit was at it's default of 1024 MB which was not enough. Setting it to 2048 MB resolved the issue. The settings can be accessed at Preferences > Advanced > 'Engine cache limit'.

Cheers

14
Hi there,

I've got a problem with procedural noises. They generate nicely at a resolution of up to 2048x2048 or 4096x2048 or 2048x4096. (On CPU it's only max 2048x2048 of course.)

When I switch to the GPU engine and set 4096x4096, my graph using the noise is taking ages (15-20 seconds) and the result is very different from what I would expect. Non-square combinations like 2048x4096 or 4096x2048 are very fast and look correct.

2048x2048
https://dl.dropboxusercontent.com/u/619667/noise2048.jpg

4096x4096
https://dl.dropboxusercontent.com/u/619667/noise4096.jpg

Non-square example 2048x4096
https://dl.dropboxusercontent.com/u/619667/noise2048x4096.jpg

You can download the example scene here: https://dl.dropboxusercontent.com/u/619667/Play_2014_04_18_20-02-18.7z

I'm on OSX, 16 GB Memory, Nvidia Geforce GT 750m.

Any directions on how to get around this are appreciated. If I could bake those maps out (even only once) I would be fine.

Many thanks
Daniel

15
Substance DesignerSubstance Designer - Showcase - Re: Tarnished Metal
 on: April 18, 2014, 03:09:47 pm 
Very nice!

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