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Messages - Galen Helfter

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1
If it's done, it would be all or none, it doesn't quite work that way in pieces.

There's still some more things that can be tried to backport it, and they may work, but I'm uncertain how stable they'd be. We'll have to do that and test.

2
Maya 2017 is something we attempted, but it is not simple. It could likely easily be done for MacOS and Linux, but Maya 2017 on Windows expects Visual Studio 2012, which does not have full C++11 support. This makes it not simple to support on Windows.

I think it could still be done, but it would take more time than building forward to 2020, 2021, etc. would take.

3
2.0.3 is now released, $pixelsize should not crash in it any longer.

4
Hi everyone,

The 2.0.3 version of the plugin is now released on the website.

Changes:
* VRay workflow now sets the Vray Material to use roughness
* Updated some links to new substance3d site.
* Added the Substance Engine version to about menu
* Added scripting commands to query the Substance Engine version
* $pixelsize input no longer crashes
* Value inputs set in Designer are now visible on the node, like image inputs
* Redshift workflow script now sets brdf to ggx and the bump node to use tangent space normals
* New Renderman workflow script to better match expected use
* The substanceSetWorkflow command now correctly takes a string argument

2.0.3 is currently released for Maya 2018 and 2019 on Windows, MacOS and Linux. It is also released for Maya LT 2018 and Maya LT 2019 on Windows and MacOS.

5
We haven't finished finalizing what we want in the next version yet, there's still a few more fixes we want in for that. I don't have an exact time, but I think we would like to have it out before the end of the year.

6
Are you exposing the $pixelsize attribute in Designer? Currently that causes issues.

This is fixed for the next version of the plugin, which should be out sometime soon.

7
Hi ClaireR,

The libsusbstance_sse2_blend.bundle file is a dynamic library, similar to a dylib file. It is not an application archive, so trying to expand it will fail. This file is the Substance Engine used by the plugin, and isn't a plugin itself.

You can sign this file as you would any other binary. If you need to submit your game to be notarized, then you will need to take the JIT execution entitlement as well.

Best,
Galen

8
Yes, an update with redshift changed the names of the redshift nodes that we try to create.

The next version of the plugin will have this fixed.

9
Hi all,

We have a new website design, which does not yet have a page with download links for some of the versions of the 3ds Max plugin. In the meantime, here are links to all the most recent downloads for the 3ds Max integration.


Best,
Galen

10
Hi all,

We have a new website design, which does not yet have a page with download links for some of the versions of the Maya plugin. In the meantime, here are links to all the most recent downloads for the Maya integration.

Version 1.3.0:

Maya 2016:

Maya 2017:

Maya LT 2017:

Version 2.0.1:

Maya 2018:

Maya 2019:

Maya LT 2018:

Maya LT 2019:

Best,
Galen

11
Hi nero,

Do you have the sbsar and the sbs as well? If it's taking a long time, the graph may be set to an absolute high resolution.

Thanks,
Galen

12
Yes, that's a small misconfiguration on the command. Thanks for reporting it, it will be fixed in the next release.

13
We would want infrastructure to do this across the board, instead of just one-off working with 3ds Max and Corona, i.e., also for Maya and Renderman, etc.

14
Looks like a small issue perhaps with how some stuff is scoped. We'll take a look and see if it is something we can have fixed for a future version.

15
We have ideas for doing this, but we would want it to scale to more than just 3ds Max and Corona.

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