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Messages - greggdaly

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1
Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 16, 2020, 01:25:40 am 
yes this is working for me now.

thanks

2
Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 14, 2020, 10:57:12 pm 
I have the python path pointed to the same location but I still get errors:

[ERR][1190][Python]Traceback (most recent call last):
[ERR][1191][Python]  File "C:/Users/gngda/Documents/Allegorithmic/Substance Designer/python/sduserplugins\sdmatxplugin\__init__.py", line 88, in initializeSDPlugin
[ERR][1192][Python]   
[ERR][1193][Python]_buildMDLFiles()
[ERR][1194][Python]  File "C:/Users/gngda/Documents/Allegorithmic/Substance Designer/python/sduserplugins\sdmatxplugin\__init__.py", line 47, in _buildMDLFiles
[ERR][1195][Python]   
[ERR][1196][Python]content = sdmatx.mtlx2mdl_library(m, 'shared', mtlx_search_path)
[ERR][1197][Python]  File "C:\Users\gngda\Documents\Allegorithmic\Substance Designer\python\sduserplugins\sdmatxplugin\python\sdmatx\mtlx2mdl.py", line 801, in mtlx2mdl_library
[ERR][1198][Python]   
[ERR][1199][Python]if isNodeSupported(node_def):
[ERR][1200][Python]  File "C:\Users\gngda\Documents\Allegorithmic\Substance Designer\python\sduserplugins\sdmatxplugin\python\sdmatx\mtlx2mdl.py", line 96, in isNodeSupported
[ERR][1201][Python]   
[ERR][1202][Python]nodeTypeSupported = mtlx_nodeDef.getType() in mtlxToMdl_types
[ERR][1203][Python]LookupError
[ERR][1204][Python]:
[ERR][1205][Python]Nodedef: TestSuiteOptions has no outputs


Any idea what is happening?

Thanks

3
Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 13, 2020, 10:10:01 pm 
I downloaded:
MaterialX_Windows_VS2017_x64_Python37
from the github page.  Do I also need to have visual studio installed?

Where do I point the python project path to?


4
Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 13, 2020, 06:47:43 pm 
Im still have a hard time getting it to work.

I have tried copying the MaterialX folder to:
C:\Users\{user name}\Documents\Allegorithmic\Substance Designer\python\sduserplugins\sdmatxplugin\MaterialX

and
C:\Users\{user name}\Documents\Allegorithmic\Substance Designer\python\sduserplugins

and I get a bunch of errors in the console
[ERR][1190][Python]Traceback (most recent call last):
[ERR][1191][Python]  File "C:/Users/gngda/Documents/Allegorithmic/Substance Designer/python/sduserplugins\sdmatxplugin\__init__.py", line 88, in initializeSDPlugin
[ERR][1192][Python]   
[ERR][1193][Python]_buildMDLFiles()
[ERR][1194][Python]  File "C:/Users/gngda/Documents/Allegorithmic/Substance Designer/python/sduserplugins\sdmatxplugin\__init__.py", line 47, in _buildMDLFiles
[ERR][1195][Python]   
[ERR][1196][Python]content = sdmatx.mtlx2mdl_library(m, 'shared', mtlx_search_path)
[ERR][1197][Python]  File "C:\Users\gngda\Documents\Allegorithmic\Substance Designer\python\sduserplugins\sdmatxplugin\python\sdmatx\mtlx2mdl.py", line 801, in mtlx2mdl_library
[ERR][1198][Python]   
[ERR][1199][Python]if isNodeSupported(node_def):
[ERR][1200][Python]  File "C:\Users\gngda\Documents\Allegorithmic\Substance Designer\python\sduserplugins\sdmatxplugin\python\sdmatx\mtlx2mdl.py", line 96, in isNodeSupported
[ERR][1201][Python]   
[ERR][1202][Python]nodeTypeSupported = mtlx_nodeDef.getType() in mtlxToMdl_types
[ERR][1203][Python]LookupError
[ERR][1204][Python]:
[ERR][1205][Python]Nodedef: TestSuiteOptions has no outputs

I tried looking at the images of the python project in the doc folder and it doesnt help.  I downloaded the pre-built librarlies and extracted the files into a MaterialX folder.


Thanks
Gregg

5
Substance DesignerSubstance Designer - Discussions - Re: MaterialX
 on: April 13, 2020, 08:11:18 am 
where are you supposed to put the prebuilt materialX files?  The documentation is a bit confusing.

6
this issue is back with the 1.1 update.

7
thats not giving the result Im looking for and what should be expected.  I want to be able to add or subtract from the mask that the substance effect is creating.  With your  workflow, I cannot paint black into the white areas that the substance effect mask is creating.  And if I use a white mask, I cannot paint white into the black areas of the substance effect.

8
Im seeing it I add a white mask and then a substance effect to the mask, I can subtract from the mask by painting black.  But If I set my brush to white, I cannot add white to areas that the substance effect has added black.  The inverse is true if I add a black mask then a subatnce effect.

9
Painter requires a file that has the license information inside it.  When you install Painter it will ask for the file.  Ive only seen a serial # window come up on Designer.

10
the latest release has seemed to improve the performance of working in 4k, but its still slow.  The cool thing about Painter is, you can work in a lower resolution, and then bump it up to 4k without losing quality.  Also, if you turn of the "paint in Height" 4k paints really fast.

11
when setting the normal to opengl or directx in the project config window, would it make sense that the normal map settings in all the materials and substance effect get set the same way?  If so, currently you need to go to each material and substance effect and set the normal manually.

12
S+ left mouse button will rotate
S+ Middle mouse will pan
S+Right mouse button will zoom
the stencils

13
Substance PainterSubstance Painter - Discussions - Re: Newbie question
 on: November 07, 2014, 12:10:42 am 
1st, why would you want the maps exported with the lighting and environment reflection baked in?  Usually you lets your 3d app or game engine add that.

Now, you can mask out the Uv islands and replace it with a grey background in photoshop if thats what you are looking for.
 1. Export the map out of painter.
 2. save out the UV layout in your favorite 3d app.
 3. load the exported map and uv layout into photoshop
 4. use the UV layout to create a mask, and mask out the empty space of the exported map and replace it with a background color.

sure its not straight forward, but it is possible

15
ahh that would make sense, thanks.

but with that logic, i would need to make sure all my UV are facing the same direction.  Sometimes, for packing purposes, that might not be possible, hence, having a direction control exposed would be helpful.

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