Substance Designer Curvature Node Connection Problem

Update:

I received an answer from Allegorithmic which explains what I was doing wrong and how to connect the nodes normally.

Thanks for reporting this issue. The connection problem happens because of the material modes (standard and compact). If you hit the 1 key to place the graph in standard mode, you can make the connection.

I seem to have come across a bug in Substance Designer’s Curvature Node, which I have reported to Allegorithmic so it may be resolved by the time you read this.

I am unable to connect a Normal Combine (or levels see video) Node to a Curvature Node manually.

I have found a work around that seems to work and I show it in the video below, basically you add the node automatically by selecting the output node node first and adding a levels, which can later be deleted and reattach, a little long winded but it works.

As I mentioned I have reported the bug but until it gets resolved this solution will allow you to carry on regardless.

 

Dinky Fire Engine 555

Discovering Substance Painter part 1

The last months I have been working through the tools on Allegorithmic’s Substance Painter and Substance Designer and how to use it in conjunction with Blender 3D

So far the main conclusion I have come to is it works and works pretty well, there are a couple of caveats though, these I will go into perhaps in a later post. The main thing though I will mention here is to ensure you export the model in either OBJ or preferably FBX (the reason for this is OBJ doesn’t update in Substance Designer automatically). The settings for the FBX export are fairly straightforward and I came to them with a little trial and error.
Continue reading

PBR Texture Conversion

Tutorial: PBR Texture Conversion
By Joe “EarthQuake” Wilson

In this tutorial, I’m going to demonstrate how content created for traditional shaders can be converted to PBR shaders, how to convert content from one PBR workflow to another, and explain the various differences in modern workflows. This tutorial is intended for intermediate to advanced users, so be sure to read the previous two PBR tutorials that Jeff Russell and I wrote as the base concepts are explained in great detail and may only be briefly mentioned here.

Basic Theory of Physically-Based Rendering – By Jeff Russell
Physically Based Rendering, And You Can Too! – By Joe Wilson

Substance Painter Graphics Bug

Substance Painter version 0.11.0 has a nasty bug on my Mac see picture below:

The grey line remains even after a restart of the machine. I have reported it to Allegorithmic so if you are seeing it you are not alone.

Update:

Allegorithmic are aware of this and recommend a quick fix of switching to 2D view and back to clear the line. 

Substance Designer Backups Folder

Substance Designer can be set up to auto save every few minutes in case of a crash, which is something that happens a lot to me at least.
The problem is I couldn’t find the auto save files no matter how I tired they weren’t in any of the obvious folders, including the /tmp folder which would be logical.

So I did a little web search and found that the programmers in their infinite wisdom decided to put the back ups in a .folder called .autosave which seems logical enough. However on a Mac or Linux this is treated as a hidden system folder hidden by default from the user and Spotlight.

To make matters worse it creates a .autosave for every project and as you can imagine they can grow quickly. There are images in there as well so really quickly if you have a lot of referenced stuff.

I have posted on their forums asking them to change the folder to autosave and not have it as a .folder If you cant may be you pop in and add your thoughts to the problem. http://forum.allegorithmic.com/index.php?topic=39.new#new