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Messages - Cyrille Damez

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Substance DesignerSubstance Designer - Discussions - Re: Baking maps
 on: April 02, 2014, 06:00:57 pm 
Ok, I've been able to reproduce the AO issue on a Mac. It seems there is a subtle difference in the code generated by our compilers for Macs and PCs that causes a numerical precision issue on the former and not the latter. I'll try to get that fixed for the next update. Thanks for the help.

Substance DesignerSubstance Designer - Discussions - Re: Baking maps
 on: April 02, 2014, 05:10:23 pm 
It works for me with the normal if increase the "Max Rear Distance" parameter to 0.2 and uncheck the "Average Normals" option. You would not want to do that with most meshes, but since this is a simple cube with hard edges, in this particular case it works better and causes less distortion on normals. For more information on why you should use the Average Normals option most of the time, I suggest reading this Polycount thread about baking :

Regarding the AO, with the same settings I don't have the strange patterns you have. It may be a numerical precision issue. Wouldn't your CPU happen to be from AMD ?

Substance DesignerSubstance Designer - Discussions - Re: Baking maps
 on: April 02, 2014, 02:30:05 pm 
Your settings seem reasonable. Would it be possible to share both meshes with me so I can investigate further?

Substance DesignerSubstance Designer - Discussions - Re: Baking maps
 on: April 01, 2014, 07:18:36 pm 
The result you get for your normal map is correct. The inner border in your high poly mesh is exactly perpendicular to your cube face. You would not see it if you looked at your cube from above using orthogonal projection, and so all you should see in your normal map are normals facing up. If you want your border to appear in the normal map, you'll need to give a slight slope at least.

However, the problem with the AO is strange. Which baker did you use : "Ambient Occlusion" or "Ambient Occlusion From Mesh" ? What settings did you use ?
(we should rename them to "GPU Accelerated Ambient Occlusion" and "Raytraced Ambient Occlusion").

Yes, there is no shader yet with refraction shipping with Designer.

We have not exposed the parameters of the blending stage in the glslfx file. However, you can still test the alpha and conditionally discard your fragment in the fragment shader.

Ok, so it seems it is either an issue with this graphics card's driver on OSX or it may be a that the player runs out of graphics card memory when rendering these particular textures at 4K.

I'm sorry I don't have a short term fix to suggest  :-[

 Could you please list the other substances you have that don't render at 4K ?

Substance does not do any antialiasing when rendering svgs for now. If you want to reduce aliasing on edges, you can either render at twice your target resolution and downscale, or use blur with a very small radius.

Sorry, there is no shader with anisotropic reflections shipping with Designer yet.

Mmh. It looks like a bug, but I can not reproduce it on my PC. It could be a problem specific with OSX OpenGL drivers. Or it could be a bug that has been corrected on more recent versions of Substance Player : I see you are still using a version 3 of the Player. Could you try to update to version 4, and tell us if this still does not work ? Also, do you have similar issues with other substances at 4k, or is it just this one ?

If you want your normal maps computed in Maya to render without such distortions in Designer, you need to :
* make sure that the tangent frames (TBN) are saved when you export your mesh (which implies that you use a .fbx file to export the mesh, as .obj files can't contain tangents)
* in Designer, un-tick the checkbox "Always recompute tangent frames". This is the default setting but you may have changed it by accident. It is in  Tools->Preferences...->Editors->Mesh

As Wes said, the problem comes from the fact that all programs need the tangent frames to "decode" the normal-maps, and there is no standard way to compute them.  Maya uses one, Max another, Unity yet another, etc.
At the moment, Designer can either use the tangents provided in the mesh (if any) or recompute them (if none, or if the aforementioned checkbox is ticked). When recomputing the tangents, we use the same algorithm as in Unity. We plan to add options for using other algorithms in the future.

If the export resolution is limited to 2048, it probably means Player is set to use the CPU engine (ie. the textures are rendered with your CPU, not the graphics card).
To change which engine is used, go to Options->Rendering Engine... and select the Direct3D 10 engine (or OpenGL if you are on a Mac) instead of SSE2. Then press OK.

What modeler did you use to create this object ? Vertex color in .obj is an extension specific to ZBrush.
Can you try to visualize your high poly mesh with the Mesh Info->Vertex Color shader in the 3D view to check that it really contains vertex colors and that Designer has read them properly ?
If your mesh does not come from ZBrush, you will probably need to export it in .fbx format for it to have vertex colors.

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