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Found 7 results

  1. Hi, the plugin doesnt seem to work for me at all... I can load the sbsar file (which takes a ridiculously long time btw), I can see material parameters but changing those does nothing - render is always just sort of gray color and viewport shows nothing, as opposed to what I've seen in presentation videos. Due to zero posts complaining about plugin not working at all, I assume mistake must be on my side. And probably it's gonna be something trivial. I tried on two different workstations with two different Houdini 16 builds (no difference). Thanks for any help. D.
  2. Hi, Can someone tell me how to link substance painter generated PBR texture maps (albedo/transparency, Metallic/Smoothness, Normal) to Principled Shader? I have Albedo, Metallness, Roughness, and Normal maps. I linked Albedo to base color on the surface textures tab and it seems to work fine along with the normal map on the Bumps & Normals tab. My problem is with metallic and roughness. If I link these to the corresponding channels on the Surface textures map, it is not rendered correctly. Metalness is not visible at all and roughness is also incorrect. What is the proper way to use these maps? Thanks a lot for any advice!
  3. Anyone know how to embed a substance into an OTL? I know it can be done and be able to use the parameters of the Substance within an HDA in Unreal, but can't figure out WTF to do and no help in the documentation. 1. I import the substances into a shop net inside the HDA graph 2. Add materials via material nodes in Houdini 3. Add unreal_material with paths to the materials - trying both channels and actual hard paths - ie paths to the substance file itself AND Material'Game/HoudiniEngine/Temp/Material.Material' do not work for me. 4. Add the Substance files to the operator type graph... Nada, just two blank materials imported. Houdini 16.0.600, Unreal 4.15 and the latest Houdini 16.0.620 with Unreal 4.16 both same issues Anyone know how the embedding works? I don't want to set up materials from scratch as I do want my Houdini files to render outside of UE4 as well, so hence, why I want to embed them vs. re doing it in Unreal.
  4. The Great Transmutator Contest

    Hello VFX community! We (PopcornFX & Real Time VFX) are organizing a VFX contest! Send your submission until April 13th to be one of the 3 winners of our sponsored VFX challenge! Huge thanks to our partner #RealTimeVFX & our great sponsors HoudiniSideFX Substance by Allegorithmic NVIDIA Jury & prizes to be announced shortly! Stay tuned Follow the link and take your chance to get cool prizes! https://realtimevfx.com/t/competition-the-great-transm…/1841
  5. Prepare UVs For Mari?

    Hi All, I am trying out Mari NC to see what kind of workflow is needed to get UV models out of Houdini and into Mari. In this image I have nice a Box projection that provides a decent looking UV grid across the object. However, if you examine the UV grid you will see that there are a lot of overlapping areas which will not work with Mari. Overlapping areas mean if you paint on one face color may appear on another unintended face. So I have tried out the Houdini UV layout tool and set the scale to limit my UV layout to the maximum of 6 UDIM squares that Mari NC allows. And while this fixes overlapping faces and makes a UV set that Mari can work with it destroys the ability to select associated faces via a UV island. Also there is a ton of wasted space. It looks like the algorithm finds the largest area and populates all the large UV areas on one UDIM tile then moves on to the next UDIM tile, not considering that it could actually use 6 UDIM areas to start with. As you can see the UV faces get smaller and smaller as the UDIM count increases. This ultimately limits paint resolution in Mari when you have to paint on slivers. If the Houdini UV Layout area distribution were smarter I could increase the scale and reduce the number of sliver elements generated. Also, selecting faces in Mari is fairly primitive yet selecting UV islands is quite possible but with the islands split into so many tiny areas selecting by UV areas becomes quite tedious in Mari. I am just wondering if anyone has any tips on UV layout workflow? This probably applies to Substance Painter users as well. ap_runabout_uv_projection_layout_1a.hipnc
  6. Hi Guys, After painting a lot of edge scuffs/rust/drips in I was fed up with the tedious labor of doing everything by hand. Especially when the stuff you do is almost always the same 'trick'. Is it possible to recreate something like this in vops? http://www.artonbit.com/cinema4d-corner/cine-tools/item/45-surface-curvature-shader This is btw the closest I could get in my search: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=13855&postdays=0&postorder=asc&start=25 Thanks in advanced guys!
  7. Substance in Houdini?

    In this polycount topic: http://www.polycount.com/forum/showthread.php?t=132334 there is one interesting line in main post Now the question is, does it mean that there will be Substance Designer support in Houdini or is it about already existing Unity support? Anyone heard something more?
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