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Messages - Galen Helfter

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Yes, I've tried it out. It worked for me, although I tested with the newest version of the plugin that will be released soon. I have not had a chance to test it with an older version. However, if I run it on a Substance node that has no sbsar loaded, then I get the same error you mentioned. It likely failed to load the sbsar file. Switching back to an older version of Designer will probably fix this until a newer version of the plugin is released, which should be soon.

Could you post the sbsar and maybe the sbs file here so I can take a look at it in Maya?

I can see how it behaves in both the current plugin and the new one that we're working on.

Are the outputs visible or is it just the small thumbnail for the substance node that isn't visible? The outputs that you activate end up as the actual shading elements in Maya. The base Substance node that you load the sbsar node in just keeps a display of either the base color output.

Nevermind on the sbsar, I found it in the other thread.

Hi annabeck,

Which version of the plugin are you using?

The plugin has had multiple revisions since July of last year. The newest version for Maya 2018 is 1.3.0, and for Maya 2019 is 1.4.0.

1.4.1 will be released soon for both Maya 2018 and 2019.

Hi Denes,

I'm glad that worked. If that was the problem, then it should likely go away in Maya 2019. Forward from there, the plugin is installed outside of Maya's directory, so that is good news.

I attached the new module file that is like the one shipped with version 1.4.0 in 2019, and what will be shipped in 1.4.1 very soon.

There's a filepath in it that tells Maya where to load it.

I had to do some work last November on extracting the plugin outside of Maya, so we actually set it up so that the plugin installs outside of the Maya directory by default. It may not work with previous versions of the plugin, but when 1.4.1 is released for 2018 soon, it will be easy to place the plugin wherever and modify that file.

Substance Integrations - Autodesk 3ds Max - Re: 3ds max crash
 on: February 09, 2019, 11:42:37 pm 
Thank you Kauffman,

I've gotten a dumpfile now so I can get a programmatic record of the event, so I'll try to reproduce the crash since it does look on first inspection that it's similar to what you said.

I appreciate your report and steps to reproduce, I think it'll be really helpful to make the plugin better.


Substance Integrations - Autodesk Maya - Re: Emissive map
 on: February 09, 2019, 05:06:38 pm 
Hi Thanasis,

What shader and renderer are you trying to connect the emissive map to? The process will be different for each one.

For an aiStandardSurface for example, you can connect the emission map to the emission color input and then bump the emission attribute up to 1.0 or to whatever value you think looks right, then it should glow in an Arnold render.

Galen Helfter

Are you bringing the scene into Substance Painter or are you using it in 3ds Max?

Substance Integrations - Autodesk 3ds Max - Re: 3ds max crash
 on: February 05, 2019, 11:26:38 pm 
If you can get the minidump.dmp file that 3ds Max outputs from the crash and tell me what version of the Substance plugin you're using, I can find out where it crashed. I've been able to create VRay 3.6 materials in 2018, so I can't reproduce it unless I figure out where it crashed.

Substance Integrations - Autodesk 3ds Max - Re: 3ds max crash
 on: February 03, 2019, 09:16:52 pm 
I don't know the issue then. If you get a minidump file from 3ds Max when it crashes, could you post that as well as what version of Max and the plugin you're using? I can try to find out what's causing it if I have those, but I can only speculate without them.

I've been developing using an Nvidia GTX 1060, for both Linux and Windows. It has worked pretty well for me so far.

I wouldn't use 8k textures for much in the scene, but if you plan on using a few of them, a card with around 6 GiB or more of graphics ram would be good, as well as a good amount of system RAM. 8k textures take up a lot of memory, so that will probably be the biggest consideration. A rough calculation of 8192 * 8192 * 4 for a 4 channel image is 1/4 of a GiB, so they start adding up quickly. They'll take a bit of time to compute as well, so if you plan on tweaking them I would drop the resolution down to 512 or 1k to make edits, then increase up to higher resolutions when you have something you like. Depending on the graph, 512 or 1k is close to instant to calculate in the 2.0 plugin if not caching out to disk.

I don't know if the engine uses RTX cores right now, but I can ask. I asked - the engine doesn't really do any raytracing, so it doesn't do anything RTX specific besides just leveraging better hardware.

4k is shorthand for up to 4096 pixels as resolution.

As Wes said, 1.4.0 is shipped with Maya 2019 and supports up to 4k for both CPU and GPU. 1.4.1 will be out soon and will be the next release for both Maya 2018 and 2019 (Maya 2018 skips 1.4.0).

2.0.0 will be the next release after 1.4.1 and will support 4k (4096) for the CPU engine, and up to 8k (8192) for the GPU engine.

1.4.1 should be coming soon, we're testing the hotfixes right now and cutting new packages. The last one to do is MacOS, and when those are cut we'll do final testing and then it will be released.

Since Maya 2018 comes with older versions of the plugin, we have to make sure it doesn't just fix the issues, but has a clean migration from the older versions that ship with it, as we extracted the plugin outside of Maya's program directory.

It should be released sometime in the next week or two would be my guess, we're also in the later stages of the 2.0.0 rewrite that should be the next release after 1.4.1.

Maya 2019 comes with the newest version of the plugin, which hasn't been released for 2018. If the 2018 installer is giving you trouble I would use 2019 until we release 1.4.1 for 2018 and 2019.

Since we've changed installers I could provide a workaround if I figured out what the problem is, but when the new installer is out with 1.4.1 that should fix the issue.

1.4.0 and 1.4.1 also install outside of the Maya Program Files folder, which should help with that as well.

Substance Integrations - Autodesk 3ds Max - Re: 3ds max crash
 on: February 01, 2019, 03:11:40 pm 
There might be issues if there's non-Latin characters, such as Cyrillic, etc. in the filepath. We have a bug in for this, and we'll try to get it fixed for the next release.

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