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Messages - Vincent Gault

Pages: 1 ... 287 288 [289]
4321
Hi,
Is there a texture as input in your substance ?
if yes, did you check "read/write enabled" ?

4322
SubstanceSubstance - Discussions - Allegorithmic community on Google+
 on: November 22, 2014, 12:23:06 pm 
Hi everyone,
I was about to build a community about Allegorithmic products on Google+ (first because I use mostly this social network, and second because G+ communities are really well made IMO).

Then I discovered there is already one which has been started !
So I invite you to take a look and maybe share your love about Allegorithmic there :-)

the link : https://plus.google.com/communities/108955098539774060748

Thanks

4323
take a look at the 2d transform or safe transform (color) for the tiling.
the emboss can also help you at some point to give a bit of relief to your diffuse.

4324
in theory, yes.
Check the bitmaps you are using inside your substance : they are the main reason of the weight.

but then it depends also when you generate the final map : if you generate it offline, you will only pay the "result", while if the map has to be generated while loading or inreal time, you need to embed the substance (and its cost).

hope it helps :-)

4325
In your texture settings, did you check if your texture is in"enable read/write" mode in Unity ?

4326
The "mesh data" input is actually multiple inputs collapsed in one : if you want to see them independently, click on "1" on your keyboard (click on 3 to get back to the compact mode.

Then the inputs are actually maps that you have to bake from your mesh (you can do it in SD). For example for edge damages the mesh data input requires a curvature and an ambient occlusion maps as inputs.

hope it helps

4327
Really nice :-)
I like the wood :will you share the graph?

4328
Substance DesignerSubstance Designer - Discussions - Re: Transformation 2D Tiling
 on: September 25, 2014, 10:51:19 pm 
Maybe you can add a "make it tile" so it tiles again ?

4329
Substance DesignerSubstance Designer - Feature Requests - Atlas node
 on: September 24, 2014, 01:14:20 pm 
Hey guys,

One of the techniques to improve performances, is to reduce the number of drawcalls , and texture atlases can really helps on this.

So I think it could be a great idea to create an "Atlas node" that allows us to plug in input multiple material/graph/sbs, to arrange them in a new UV space so we obtain an atlas in output.

This way I can still work independantly on each material and think about my atlas, as the next step.

Thx

4330
Substance DesignerSubstance Designer - Feature Requests - Re: Exposing Gradients
 on: September 24, 2014, 01:02:03 pm 
Thx for the info Gaetan ! (The colleague is Nicolas right ? we were just speaking about this  :D)

4331
Substance DesignerSubstance Designer - Feature Requests - Re: Exposing Gradients
 on: September 20, 2014, 10:32:21 pm 
Excellent, I'm going to try it on monday.
Question :you said it will not fit for real time,  but it is OK if we compute on scene loading time right?

4332
Ok fixed,

for some reason, when I intempted to download the first time, the exe was 12,5ko while I got the big functional exe right now...

Now it's working (useless post)


4333
Hey guys,
I tried to take a look at the UE4 Atlantic demo but it failed at the install:

"Not a valid Win32 application"

I run won win7 64bits

Cheers

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