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Messages - Vice

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Yeah, this would be great.

Also something along the lines of "save project" or something similar would be extremely useful.

I have a mesh with about 8 materials and a substance with as many graphs. Each time I run Substance Player I need to set the shader for each material, assign a graph to each material on the mesh, then load the default presets.

It would be great if we could have something that saves all these settings (loaded mesh, material shaders, and graph - material relations) so when I wish to start customizing I don't have to go through all these steps every time.

Lol, not a chance
I made an extremely complicated substance :)

Thanks for the clarification though.

I thought that linked images are left as a reference. So when I publish a substance everything gets embedded in it even if in the designer they are set only as a reference to an external file?

bummer. My 'puter can't handle publishing with more than one or two files at 4k... :(

The project we were supposed to be working on got delayed so I didn't use SD in a while. Seems it's back on so I got the latest version to refresh my (not-so-great) knowledge.

Upgrades you guys did are great! My life is so much easier now :)

Hey guys. I was messing around, trying to figure out the a way to get my substance published with 4k maps. I noticed a weird thing...

I set node size to "relative to parent" and left all of my maps as linked resources.

Here's the result i get when changing the output size of a graph in the designer:
at Parent x 1

at Parent x 4

Both of these make sense to me. The way I see it, since the map is just a reference to a file, it effectively doesn't get touched when graph size is set to Parent x 4. All fine and dandy.

I then published the substance (size set to Parent x 1) and this is what I get when setting the output size to 4096 in substance player :

In the preview window the map is still at 256x256

If I put any node between the map and output node, then publish - resulting map is in fact a 4k texture, but not the original. It's the 256 image blown up to 4k size.

Look like the published substance first downreses the image then scales it back up, even if it's just a linked resource and not an embedded one.

Is this normal behavior or a glitch?
Is there a way around this, other than getting the map using an input node?

Good to know

If the image is semi transparent and placed in a copy blend node as a foreground darkens actually a little bit every time.

Here's an example screenshot for better understanding. The original image I put together really quickly.I just set the layer to 80% opacity inside photoshop and saved it out as a png.

All of the blend nodes are set to "copy" and those are color inputs below

In my substance I have six or seven nodes in a chain which means the "top most" image comes out on the other end almost completely black and basically unrecognizable if it's not 100% opaque on import.

If the image is plugged into background input, everything is fine

Hmmm, I got the automated email reply about receiving my mail

But anyways, over the weekend I checked, double checked, deleted, linked and re-linked all of the external files to make sure everything is in order on that end.

Oddly enough, error doesn't seem have anything to do with nodes or improper resource linkage.

Things work fine up to (and including) 1k texture size. When I set the output size to anything above 1024, publishing fails with the error from second screenshot. As I said before: preferences are set so maximum cooking size is 32768, so I'm not sure what else I can do...

Here are the links to my packages
First is "edge scratches" thingie that I use in the second graph. Not sure if that's required for your test, but I guess it won't hurt.


MainSubstance  (the one that won't publish)

Incidentally, is there a way to test or verify that all nodes/files are properly linked?
Like a tool or a dialog that shows you problematic dependencies. I did it all manually. Meaning that I clicked every bitmap node and checked that it has a valid link to corresponding resource. It would be cool to have them all pointed out to me in some manner.

If you guys could just send me an email or PM to let me know you got the files, just so I can stop obsessing over it, that would be awesome :)

Hi Jeremie.
It's good to hear you guys have these things planned.
I look forward to future releases :)

I use Inkscape and Illustrator for vector manipulation. So yeah - that's what I'll probably do until good people from Allegorithmic give us text support :)

I did manage to pull it off myself at the end, but I assume it's not the best solution seeing as how I'm very new to all this. I'll check out your node first thing tomorrow. It's 3:30 am in my neck of the woods and I really need to go to bed.
Thank you for sharing the node, I'm sure I'll be able to learn something from it.

I've sent an email containing all the necessary files via contact support link.
Hope you'll be able to find what's causing the issue.

Thanks for the quick reply, and hope to hear from you soon.

Substance DesignerSubstance Designer - Technical Support - Publishing errors
 on: February 02, 2013, 10:27:24 pm 
Hey there

A disclaimer first: I'm pretty new to Substance designer so I apologize if this is a silly question with an easy fix.

I'm using build 3.2.0 11232 trial version.

I made a substance that I now want to test out in 3DS Max. But when I tried to publish it, I got the following error:

It's obviously three instances of the same thing.
At first I figured I messed something up because three exclusion blend nodes I have in there, use a subgraph for one of their inputs. So I deleted the exclusion nodes and tried again.

Then I got this

After reading the first message more carefully I saw that the error is basically a missing mask input in the exclusion node. I placed a uniform white color there. Tried again. Got the error number two again.

I read somewhere that maximum map when cooking the outputs is 2048. I found that odd, especially since I edited the preferences and increased max cooking size to 32768. Reduced everything to 2k, and tried again. Error number two again.

So there are two problems here.
1) The exclusion blend node breaks at publish if there's no mask input
2) I have no idea what that is :)

I would really appreciate any help/info you guys can offer.
This is a great tool, but the errors I get render it pretty much useless at the moment. It would suck if I was unable to use it because of this.

Look forward to your (hopefully fast) reply, I'm eager to continue discovering the magic that is Substance Designer :)

Hey guys.
I'm quite new to Substance Designer. Haven't heard anything about it up until few days back which is kinda weird and sad - because it really is a great help in texturing workflow.
Currently using 3.2 trial version but I should be buying the commercial license in a few days time.

For my learning process I decided to texture one of my personal projects, which is a very complex space ship.

I'd like to put a few things on the wishlist that I really missed in the past week I've been using SD :)

Support for multi material 3D meshes. Spaceship I'm working on has different material for fuselage, cockpit, and four different weapons. When I'm working on one graph the results gets applied on all of the assets. This makes it distracting. So far I've solved this problem by separating the ship in different meshes and working on one at a time, but I would love to be able to tweak all of them "at once" to keep the general style in check

Hue / Saturation blending node There are quite a few blending nodes in SD, but HSL node doesn't have an input mask. I needed to desaturate only certain parts of my texture and I eventually succeeded, but I had to do some serious node magic. If I had the H/S blending node I could've done it in under a minute. Tried it in Photoshop and that's exactly how much time it took. I can send you guys a psd example file and a better explanation of why I wanted this effect to be localized. And sbs file to show how I managed to get it.

Vector text support I think the reason for this is pretty obvious
Actually any text support would be welcome :)

Support for multiple lights in 3D view I like to setup my light system and then work on the textures/materials. So far when I'm painting the underside I need to move the light down to see the effect, then back up to see it from the top side. Workaround for this is increasing the ambient light, but that doesn't give the proper information.

There are a few more, but I don't want lay it all on you at once :)
Also, I am pretty new to this, so if some of these are already implemented and I was just unable to dig them out, please point that out.

As I said this is already an awesome application, and I hope you guys will continue to improve on it, so it can really become the "all in one" solution that's every game artists dream :)

Thanks in advance, and thanks for making this cool application.
I look forward to your reply

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