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Messages - Jeremie Noguer

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5311
SubstanceSubstance - Discussions - Re: Scratching my head
 on: February 18, 2013, 10:50:09 am 
Hi and thank you for this lengthy feedback.

We try to make it as clear as possible and it's hard for a new format to explain what it is using traditional jargon. Substances are sets of textures, but in the end it's still one file, it's something new from the old 1-file/1-texture habit everyone is used to.

We tried to explain as simply as possible what it is in the Unity app on this page.
http://www.allegorithmic.com/getstarted
If you feel something is still unclear, please tell us.

And I guess what you are looking for your brick wall in 3dsMax is Bitmap2Material
Anyway, thanks for the rant, we listen :)

5312
Yes, for both platforms.

5313
Thx for the input.

As for the fist point, you can use the Node Finder tool (little magnifying glass on top of the graph) to highlight nodes by parameter name so you can quickly find which node is affected.

5314
Unfortunately, B2M v2 was created with the capabilities of the newer engine in mind, and we can't update the older engine used in 3dsMax 2012. Are you using Software or Hardware generation ? (in the global substance settings in the substance roll-out) using Hardware could solve your issues as it's supposed to be faster.

5315
Indeed I just had confirmation that 16bits export is missing in the Player, we are evaluating the ETA of the fix, I'll keep you posted.

5316
You should try the version without grungemaps, as these can be quite performance and memory heavy on older versions of the engine, like in 3dsMax 2012.

5317
Substance DesignerSubstance Designer - Feature Requests - Re: modo
 on: February 15, 2013, 11:17:14 am 
Stay tuned :)

5318
Substance Integrations - Unity - Re: Glowing Rock Substance
 on: February 15, 2013, 10:54:33 am 
Ok, the issue comes from the fact that default Unity shaders don't support colored self illum. I can provide you with a modified shader that will work, would you be using a bump/specular, specular or diffuse shader appart from the self illum part ?

5319
Substance Integrations - Unity - Re: Glowing Rock Substance
 on: February 14, 2013, 06:06:56 pm 
You need to use a "Self Illumin" shader, not the default "Bumped Specular" to be able to see the glowing parts as it's not in the diffuse but in a separate emissive map.

5320
16 bits output is only available for png or tiff if I'm not mistaken.

5321
Substance only supports power of 2 image sizes. If you want a specific size, I recommend like 1396*619, I recommend you set the resolution to 2048*1024 then rescale the outputs in Photoshop. I know it's not an easy way of doing things but unfortunately, this limitation is "by design" and can't be easily fixed for now.

5322
It's probably just the default shader that uses relief mapping. It "pushes" the pixel depending on a height map, and if there is none plugged, it pushes all the pixels, like if it was zooming out of the texture. You should set the relief amount to 0 in the shader properties.

5323
Substance is slower in 3dsmax yes. However you can improve performances by setting the Engine to Hardware in the Global Substance Settings.

5324
Hi, not in 4.01, it will be in 4.1, which is in beta right now.

5325
No you can't set keyframes in the player, but you can inside 3dsMax or Maya.

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