Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - magbhitu

Pages: [1]
SubstanceSubstance - Discussions - Re: Alchemist and Adobe?
 on: January 24, 2019, 01:46:38 am 
"It could benefit from several research subjects currently ongoing at Adobe in the future though."

 - aka intellectual capital synergy -  that seems like the best spin on this whole thing I've heard yet on this day of trepidation and uncertainty about the future.


SubstanceSubstance - Discussions - Alchemist and Adobe?
 on: January 23, 2019, 08:51:24 pm 
The question I have is how does this Adobe acquisition effect the impending release of Substance Alchemist? From the demo video I noticed how Alchemist is using cloud AI calculations at least in part. I can see how Adobe's deep pockets could help with the server load implementation of what I imagine is a deeplearning cloud gpu cycle hog. Am I right does Alchemist just get better with Adobe muscle behind it and how does this effect the coyly unannounced release date of Alchemist?

It's all well to reassure the customer base that existing products are fine but what about the future of the Substance family? - of which Alchemist is surely the rising star....

Cool, you're right. It's just not updating any of the mask generators from old files or from smart materials that are dragged from the shelf.

How come the "MG Mask Editor" doesn't have micro-detail channels so you can use it with anchors?

Since most smart-materials are using the MG mask editor for masking effect this means that the default smart materials don't really work with anchors and you have to rebuild them by hand without as much flexibility as the MG Mask Editor provides. 

whew great! - you were right. i wasn't using publish in substance designer- so i didn't have a sbsar to load. all is good. kinda embarrassing but maybe someone else will benefit from my confusion. thanks!

are you sure? i saved out a standard substance with only bitmaps wired into diff, normal, and specular and it still gave me the same error. modo is asking for a .sbsar and all i've got is is a .sbs

ok -could the problem be that SD indie doesn't export sbsar? so i'm basically screwed unless i upgrade?

I just gave that modo 901 substance plugin a try and I'm still getting that same message "Substance file contains feature not yet supported" when I try and load a sbsar. This is with either a standard substance or a PBR metallic/roughness one exported from designer. I've even tried setting the compatibility mode of SD to version 4 and still no diff.

do i need to clean out the previous install or something or is this plugin just not really functioning yet?


Pages: [1]