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Messages - Gaetan Lassagne

Pages: 1 2 [3] 4 5 ... 35
31
Hi,

Be sure to download the B2M installer from your "account" (on our website) and not from the "Download" section (where it is the demo version). We really have to make it more explicit, but it you look at the installer name you used it's should contain "trial" version :)
If you use the sbsar from the "commercial" version (in SD/SP) you will not have the watermark any more.

32
Hi, we are currently using Iray (outside of Substance Designer but we can of course visualise the materials in Substance Designer with the same setup) to render pictures for Substance Source.
For now we don't plan to provide it as one base scene of Substance Designer as it's the setup for "home made" rendering at Allegorithmic ( = Substance Source "look"). But we will think about it, it would probably be a good thing to provide more advanced scenes in Substance Designer.

Cheers

33
Hi,

For now it's not possible to export sbsar files directly from B2M app.
However, you can do it in Substance Designer by using the sbsar file provided with B2M app to create materials.
By doing a drag and drop of the sbsar file in a SD graph, you'll have the possibility to use it.

34
Hi, we modified the substance in order to fix it, it should be ok now (if you download the last version).

Cheers

35
Hi,

About the "how to use the Batchtools", you're right, we are currently refocusing on it to also improve this point.
Regarding the input size = texture resolution, a way to do it would be to get your input size (with a custom script) and mention the size to use in sbsmutator or sbsrender (by setting the "$outputsize" value). Using "--input-graph-output" you can render specific outputs (in case you need different resolutions for a same graph for example).
Spexp files are dedicated to Substance Painter only so it's not possible to use them outside.

36
Hi,

Be sure to download the B2M installer from your "account" (on our website) and not from the "Download" section (where it is the demo version). I guess we have to make it more explicit, but it you look at the installer name it's a "trial" version :)

37
@barrylegg : yes the "browse for folder" is based on a 3ds Max function.
About the "import" window (or even the "open" one), the context is also different as it's looking for a file (not a directory).
The getOpenFileName () function is the equivalent but -as it's looking for a file- I guess I have no option but to use the getSavePath ().
If the text field (combined with copy/paste from Windows explorer) is not good enough I guess I can take a look at it later but, as everyone, I'm always looking for time :)

@zetes  : I tested it with 3ds Max 2012 with the first version (with Substance Painter 1), so it should be ok (however I haven't tested recently).

38
Hi, thanks for the feedback!
Indeed, it's a limitation of 3ds Max, I don't think there is a way to have a better explorer view ("Browse for folder" window) when looking for a location. If I remember correctly, I used the "getSavePath ()" function. I guess it would be doable to code a custom UI but it requires some more time (but maybe there is another alternative, however I don't see one for now) :)

That's why I did the text fields next to the "..." buttons in order to let the users copy/paste a path (from the explorer).
So the best way is probably to use it in order to be quicker when specifying a path.

40
Hi,

You can modify the environment by doing a drag and drop of your .exr/.hdr file from your file browser in the 3D view.

41
Hi,

By looking at this, it looks like a Substance engine version issue : in 3ds Max you probably have an older version compared to the features you use in your substance file.
You can update your Substance engine, more information here : https://forum.allegorithmic.com/index.php/topic,14223.0.html

43
I'll try to take a look at it but I'm not sure it's possible to do it without admin rights, so no guarantee  :-X

44
Content - Substance Source - Re: New Cloth SBSARs Broken?
 on: April 23, 2017, 10:50:07 pm 
Perfect! Indeed, 5.x use an older version of the engine, that's why you had trouble.

45
Content - Substance Source - Re: New Cloth SBSARs Broken?
 on: April 23, 2017, 11:14:05 am 
Hi, do you have more information about the context (do you use them in Substance Designer/Painter/Player, or in an integration, which OS) ?
I quickly tried using Substance Designer 6/ Painter 2 and Player 6 (Windows platform), it seems to be ok. We also ran a couple of tests before publishing them.

If you use them in an integration, it may be due to the fact this integration use an older version of Substance engine. Those materials use last engine features, the incompatibility may be due to this.
Let me know if you have more details, thanks.

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