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Messages - markkempton600

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Where do I get unity 5 beta from?  ;)

Just a quick note because it might help you guys and anyone else in the same situation.

I fixed this issue. It was not the graphics card - it was the operating system. If you have an older version of OSX you should definitely consider updating to Mavericks! ;)

I updated to OSX 10.9.3 which my research told me had the newer openGL and all is well now.  8)

Substance DesignerSubstance Designer - Technical Support - 3D view PBR Shaders
 on: November 02, 2014, 06:31:23 pm 
Here is my mac details:

Software  Mac OS X Lion 10.7.5 (11G63)
Processor  2.7 GHz Intel Core i5
Memory  4 GB 1333 MHz DDR3
Graphics  AMD Radeon HD 6770M 512 MB

I'm loving the software but I have real problems being able to render PBR materials, even on the default prim cube. Every time I tick that box under materials > shader> physically based ...the software freezes on me.  ;)

It would mean the world to me to be able to see my materials in that 3D view with something more than blin. I know my computer isn't the latest but it does meet the minimum requirements stated. Right now I just go by my experience to tell what the different maps should look like because I can't see it in 3d view.

I tried turning off post processing and turning it down to 1024px max in the 3d preferences but so far no luck.

Even if I create an empty file with minimum resolution and try and view it in 3d with PBR it has the same result.

Is it possible I have a missing driver or something? What more can I do to make this work?  :-[

France is awesome.....not as awesome as Allegorithmic though.... :)

I wanted to show off my first substance product - a very versatile sci-fi grill flooring texture inspired by the aliens movies!


I've been working as a texture artist full time for a few years now. I picked up substance designer about a week ago and I can say it is a very intuitive tool for an experienced artist to use. Initially I wasn't getting the level of realism I am used to in Photoshop, but as I started to learn new techniques I was able to layer them very effectively. The workflow is actually much faster and less fiddly than Photoshop once you get into the spin of things. You just have to get into the procedural mindset and let go of that "fine detail" control that you had before.

I then started exposing my parameters and developed an interface for the end user to give them the maximum flexibility of uses. The nodal scripting interface is quite simple to use and I'm sure I can come up with some quite intricate uses for it soon.

The fact it's now possible to get 9 different 4096px texture maps down to a total of 2.2mb (this is hybrid substance, not 100% procedural) just blows me away really. Allegorithmic are going to revolutionise game development and accessibility in the future. I am very happy with the results. Maximum respect for Allegorithmic!

That's ok, I just wanted to know where you were up to :)

If I add an icon to an .sbs file and then publish it to a .sbsar file - will it keep the icon I added, embedded in the cooked file to make it easier for people using it in painter?

What is the best pixel resolution and file format for an icon?  :)

Translucency is a bit hardcore on the hardware though, especially for running in real time with games.

It's used to make surfaces look more "organic". If you hold your hand up to a bright light you will see that your "flesh" has a translucency to it because the light will go through and change color/hardness as it does so.

Grapes are a classic transclucent material. Rough surface, but light coming from the sub-surface.

I can definitely see why people need it for renderings though, so I am sure they have it on their to-do list.  :)

I see, thanks  :D

I've noticed you can set a single output node to represent multiple purposes/maps.

If I have a height, bump, displacement output that is basically feeding from the same pipe......should I separate them out into different outputs? Or stack them into one output node?

Which is the better practice?

If I do stack them into one output node, what should I identify/label the output node as?

Substance DesignerSubstance Designer - Discussions - Re: Curvature map
 on: October 30, 2014, 12:12:59 am 
I've managed to generate curvature maps from a normal maps input.

There is a filter to do that. There is also an intensity field that allows you to change the amount.

I'm fairly sure there is a baking tool in SD to bake it from the model itself too.

Thanks that is quite helpful actually. Currently drooling at the new imacs......must....wait.....for better.......longer.....

Ok, I waited and waited for it to catch up and I changed the shader to "blinn" and then exited and it stopped it freezing.

But now I can't see any of my work rendered in either 2d or 3d - what do I change the material shader to in order to get it back to how it was?

Here is my mac details:

Software  Mac OS X Lion 10.7.5 (11G63)
Processor  2.7 GHz Intel Core i5
Memory  4 GB 1333 MHz DDR3
Graphics  AMD Radeon HD 6770M 512 MB

Basically I was making really good progress learning how to use substance designer. I had made quite a few substances. I was really getting into this software.

Then I clicked on materials in the 3D view window and I think I clicked PBR shaders although I can't precisely remember.

Now every time I even open a new package/graph I get the swirling cursor and it just freezes on me. I can see it's something gone wrong with the 3D view because it seems very slow to load up. :'(

I tried deleting it from applications and re-installing and the problem continued.

I even tried deleting my config files from the application support folder and still the problem continues.

What do I do next? I am at a loss..... :o

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