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Messages - ajz3d

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@Grimm, you mentioned that you're using 440.44 nvidia driver. Have you tried disabling "Hardware support acceleration" for Sparse Virtual Textures in Edit->Settings->General? There's a bug in nvidia driver older than 440.97 which causes a whole variety of problems if this option is turned on. This includes problems with painting on specific channels, disappearing textures on zoom out, as well as blocky artifacts described in [1].

Turning this option off solved all problems with Painter on my Debian Bullseye machine (nvidia-driver 440.44, kernel 5.4.0-3), making the program usable again.

The bug is supposedly fixed in nvidia-driver 440.97, but it will probably take a couple of months before this version shows up in official repositories.


Thanks for the info, it was indeed very informative.
I'll keep my fingers crossed for the patch, but before it comes out, I hope I won't be dealing with gradient map eyedropper. Speaking of which, are there any good workarounds for color managed gradient map eyedropper for the time being? Manually setting the values is sadly out of the question, for obvious reasons. ;)

After switching to color managed workflow (OpenColorIO/ACES), I began experiencing problems with Substance Designer's color picker.

I'm sampling Color ID map (baked in Designer) from 2D View set to Raw (ACES) color space, which theoretically should show me linear color values. Indeed, the information pane below the texture preview displays correct values. For example, the linear color value of my arbitrary cyan color shows as raw HSV(0.5, 1, 1), which is the same as point color data that I manually set in Houdini for this primitive group.

However, color picker returns a value of HSV(0.5, 0.690178, 1) for this particular color. Generally speaking, all color values are skewed in one way or another by the picker, whether I pick them up from RAW or sRGB preview color space. To fix this I need to type-in the appropriate color manually.

Is this a known problem or a user error on my side?

I'm on Debian Buster with libpng16-16 and I had the same problem that @OP had. @luc.touraille's solution worked for me too, but I hope I won't run into problems later on when working with PNG files.  8)

Thanks for pointing me to those nodes, Nicolas. They were just perfect for this task.

SubstanceSubstance - Discussions - Google Captcha
 on: March 02, 2019, 02:51:56 am 
Why exactly do we need to provide a FREE training to google AI image recognition nowadays when posting a new message?  >:(

I have this height map of stacked pebbles which I'm generating with Tile Generator. I'm working on an albedo map at the moment and I'd like to colour each pebble using a set of five or six different colors. I'm using three different Tile Generator input patterns. (pic #1)

What are my options when Tile Generator outputs only a merged map with no additional information? It has no awareness about which pixel belongs to which tile.

In Houdini this case is close to a trivial one. You take a shape, assign a random rotation and scale to its copy target points, assign a piece number which is then processed in a "for" loop. In that loop you deform each piece (rock) and assign it a color from a predefined ramp. (pic #2) This could of course be easily extended with a generation of a height map.

For now I can think of one workaround. Create many more input patterns, each using a specific color for a given shape, and pass all of them to Tile Generator node and its Tile Generator Color "reference copy". (BTW why isn't it still possible to create a true reference copies of existing nodes in SD???). However, available blending modes in Tile Generator Color (Add/Alpha Blend) make the pebbles look awful down the stream, because of clearly visible gray border (regardless of Blend node's alpha mixing downstream).

Okay, Thanks for the info, Jeremie. I just hope they will be available as they were - downloadable .rpm packages, and not part of the bloated CC.

I'd like to hear an official statement from Allegorithmic or Adobe itself about the future of GNU/Linux versions of Designer and Painter.

What will happen to those builds after SD/SP are swallowed by the "Creative Cloud"? As far as I know, Adobe has absolutely no connection with this operating system and have been unwilling to port any of its programs to it for many years. Apparently, for them the profit from studios and users using GNU/Linux is not worth the cost. This is why I have a reason to suspect that both versions will be eventually "extinguished". How would we install them anyway if we consider the fact that GNU/Linux "Creative Cloud" client doesn't event exist?

Very sad news.

I wonder what will happen to GNU/Linux versions of Substance software? If Substance is to be incorporated into Creative Cloud, which doesn't even have a Linux port of its client, then considering the fact that Adobe's attitude towards porting its software to Linux was always very uncooperative over the years despite numerous requests from their userbase, I fail to see how those versions will survive.

Oh, that's a shame. :(
Any chance that this feature could be implemented in one of the future SP versions? I hope there are no technical limitations that would make it impossible.

Also, is it possible to flip it on X & Y axes?

A short question. Is it possible to non-uniformly scale a projection stencil?
I have a dozen of leaves to paint and would like to use this basic technique to introduce some variation to their shape without having to create multiple versions of my stencil textures outside of Painter.

Ah, excellent. This explains everything.
Thank you Nicolas.

When I have nodes that require geometry-dependent textures, like position, world space normals, curvature (like in Mg_Dirt node for example) then how do I set-up the network so that Substance Painter can recognize the require inputs and automatically assign baked textures from its "Additional Maps" list?

Should I simply create input nodes for them and set their integration attributes accordingly?

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