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Messages - bluicat

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31
Hello,

I want to export 32 bit .png bitmaps of my downloaded Source Material Library Materials, and I noticed on the export dialogue box that it reads 16 bits at the bottom.  Please see attached.

Is there any place I can set the exports to be 32 bit .png,  in Substance Designer, or Substance Player? 


Thanks!

32
Hello,

I need to have my materials be sRGB maps, and i don't know if there is a way to do this when I am downloading materials from the Source Library.  Is this something that would be done in Substance Designer after Download?

Thanks for any insight to this issue.

33
Hi,

That sounds great! 
1. How do I tell which last sbs/sbsar have the scale option available?

2. How do I use the scale option too for textures that have the option? 

Thanks!



34
Hi Gaetan,

I see it now! 
Thank you!

I have 1 more question regarding scale with the Source Materials Library:

Once I open a Source Material can I scale the texture like Brick Bond Variations for example
using the existing software geometry options like cube etc..., in the 2d view so I can at export a known scale of texture?

Please note that I am trying to cut down the time to convert scale once I am in 3ds Max.
If I have the actual scale of the texture even if in centimeters, I should be able to figure out
conversion quicker with known values of some kind.

Thanks again,


35
Hello,

Thanks in advance for any insight about Source Material Library?

Is there a way to tell which type of PBR setup was used - be it Metal Rough or Specular Glossy?
I need to convert to Redshift3d Materials and it would be helpful to know what type of PBR materials I am downloading?


36
Hello,

Thanks in advance for any good protocol for best practices on how to scale textures in Substance Designer to be imported into 3ds Max environment?

Please note that I use Revit and import models into 3ds Max using the feet/inches Unit Setup.

Ie.. thoughts so far are to import an .fbx mesh from Revit like a 2' x 2' tile for example then apply one of the ceramic tile materials from the Substance Source Library and scale them in Substance Designer, so they are exported with set parameters for ceramic tile. 

Please advise, and or add to the above on how to get the exported textures to be scaled where they can be easily converted from centimeters to feet via / 2.54.



37
Hi,

Autodesk logged in to my computer yesterday, and saw 1st hand all of the errors etc..., and said that they will get back to me as soon as they can figure out why this is happening?

So happy to read that you will be supporting Redshift3d in the renderer.  It will be so helpful to have this available when I am working in Substance Designer along with downloading materials right into 3ds Max from the Substance Source library - hopefully Redshift3d render ready from the get go! 

Thanks!

38
Hi,

Thanks for your response.  I decided to simply create a folder for Substances that have dependencies, so I do not take a chance on overwriting materials pointing to the same dependency name that could have a different setting or something?  I don't want to assume that all of the same named dependencies act the same way in every material that could be using the same resource and could've been adjusted somehow differently for multiple materials? For now on, I will keep materials that rely on dependencies in their own folders.  Through the process I have run into the overwriting issue, and I do not know enough about using the same dependencies where I could run into corrupting materials down the road?

Thanks!

39
Hello,

I am unable to download my substances and or purchase new ones in the 3ds Max 2018 content asset library.

Please see attached and notice that there is no file size with the substance either?

In my download folder location, all folders are created and it's only the substance that is missing.
Therefore, the download of folders is working and it could be that the file size at 0 size could be the problem?

Please advise; it would be great to have this feature even though my default renderer, Redshift3d is not on the list. 

Thanks!

40
Hello,

I am finally in the process to setup a PBR material library where my .sbs and .sbsar files will all be in the same folder ie..., like Brick_Terracotta, and the issue arises when I download a PBR material from the Source that has a dependency folder and the next material I download also has a dependency folder it and now wants to overwrite the previous dependency folder? 

Is there a way to get all of the downloaded .sbs and .sbsars with dependencies into the same folder material category without them being overwritten - yet still available to the material they are linked to?


Is there any potential issue, I should be aware of if I have all of my materials from substance designer .sbs .sbsar in the same folder with (1) Dependency folder that will hold all dependencies for all materials in (1) place.  Therefore, when I download a material whether it's .sbs or .sbsar and those materials have dependencies linked to them, and I simply put all dependencies in the same dependency folder - would there be conflicts down the road possibly?

I really want to simplify categories of materials and have all in (1) folder for efficiency.

It appears that materials with dependencies should stay in their own folders, otherwise I may risk overwriting similar attributes of other materials?


Please advise or recommend any suggestions for above on library setup for efficiency and thanks!




41
Hello,

Thanks in advance regarding current best practices for exporting pbr material/maps from Substance Designer into Redshift Materials to be rendered in 3ds Max 2018. 

Thanks,
bluicat

42
Hello,

Thanks in advance regarding current best practices for exporting pbr maps from Substance Designer into Redshift Materials to be rendered in 3ds Max.

Thanks,
bluicat

43
Hi,

Thank you.  I have an idea how I will go about this.  On specific manufacture's items that are available in multiple colors/textures, I will bake maps for those.  Anything else will have to render
via applying materials.

Thanks again!

44
Hi,

 I have another question regarding baked maps.  Let's say I import a fbx wall into SD and create a siding material for that wall then bake that material into a map, would I now be able to reuse that material on any new geometry and it would react the same way as if I created the siding material from scratch except it would render faster?

Thanks!





45
Hi,

In creating a material library for architectural visualization is there any recommendations in terms of speed in reusing baked maps.  I generally create materials and apply them to whatever, and I am thinking that maybe it makes sense to bake for example an exterior siding material map to speed up renderings?  For example Hardie Board Exterior Siding baked maps.


ie...,  In the case of doing furniture for interiors and I know my manufacture's
leather options for a lounge chair, am I better off creating baked leather maps of that chair instead of creating multiple color leather materials and simply applying them to the chair?

Please note I have not baked any maps as of yet!

Thanks in advance for any insight on this approach?

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