kirill_7256
Explorer
kirill_7256
Explorer
Activity
Mar 04, 2025
11:24 AM
1 Upvote
It's so annoying to relocate files one by one. Make an option to relocate all files from same folder at once please.
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Mar 03, 2025
09:52 AM
yeah, maybe. I can't even say how many, It's what company shoot during 20 years . Perhaps hundereds of thousands. Never been keyworded.
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Feb 28, 2025
03:51 PM
Something to work on thumbnails without necessity to upload hi res photos in some cloud? Preferably recognizing subjects of materials, like grass, asphalt , crumbled paint, rusted meta, oil drops, painted lines , etc? Not just location,people faces cats and cars. Something to process thousands of images?
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Feb 26, 2025
11:10 AM
Atomic/default Normal node makes great normal maps, sharp and per pixel precise for closeups but produces a bit of shimmering effect when light to surface angle is sharp . Sobel math node dosn't but it makes super blurry results for something like asphalt grains or anything with tiny details creating visually 3 times bigger asphalt grains than atomic Normal node for example. Does anyone know a proper solution for this : special normal map blur , filter or what math it should be to adress this issew ? Something not as blurry as Sobel for smal 2-3 pixels details? Our engine cant use TAA. I tried to mix default and sobel node 60/40 but result looks even worse?
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Feb 19, 2025
03:54 PM
1 Upvote
I often need to save 8 bit tga for a game and 16/32 bit pngs for archiving and using as input for other materials . Would be really nice to have it Designer .
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Feb 19, 2025
08:47 AM
We have a huge collection of photo references . Doesens of TBs probably . Does anyone know an Ai that could keyword it with focus to materials, textures. Sorry for offtopic question but I hope the crowd here could know better than random Photoshop folks. Few years ago I tried to upload a few images to Lightroom cloud version . It hardly recognize material/texture / ortho style of images and do unrelated keywords. Same some other Ai services I tried. Wonder if it got any progress lately ?
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Feb 11, 2025
05:34 PM
Sorry for late reply . Looks like I can't reproduce it on specific file either . It just happens randomly after few hours of work in Designeer and exporting material tweaks to preview in game engine. Suddenly it stops to export one of the textures. Re-booting pc helps. Not sure perhaps its hardware issue.
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Jan 29, 2025
12:37 PM
So I have to hit Ctrl+B 3-4 times or even re-load the graph before certain texture is exported . Especially ones having alpha. Does anyone know what might be a reason?
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Jan 15, 2025
07:11 AM
UDIM approach requires same sized textures but often we need just slices from a big master image. For example I need to crop a thin narrow 32x2048 stripe texture from 2kx2k master document. An asphalt texture and painted line in the center . Right now I had to export 2kx2k master material and then cut manually 32x2048 painted line from it . Would be nice to do it directly in Painter
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Jan 15, 2025
07:01 AM
Wrap projection scale option does work always around this gizmo placed in the center. it's not really convenient for a number of things. For precise positioning especially . Would be much easier if we can put a center of transforms first in 2d view and scale around it.
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Jan 15, 2025
06:56 AM
Can we have have pixel snap in Painter. For example I have an asphalt texture and want to place some decals , dash painted line or manhole. Can we do it with pixel precision ? To scale it to be say exactly 400 pixels and scale around specifically placed center of transforms like in Photoshop and then say move exactly 20 pixels right or left ? I can do it in Designer with pixel processor but never managed to make it work with sbsar imported to Painter and whatever I try to composite in Painter always get sort of extra blur due to lack of pixel snap. It shouldn't be that much of a trouble really . Evry image editor can do it . Please Adobe, add this option.
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Jan 13, 2025
12:56 PM
It would be incredibly helpful to have a compositing mode with masks, allowing us to drop a few library materials (often only 2 meters wide) and extend them into 6–7 meters. We could also place photogrammetry pieces and fill holes with a content-aware feature. Content-aware fills do work (though slowly than in Photoshop), but please include a lasso tool for masking. Doing it with a 64-pixel brush is painful. For simple material compositing, I used to rely on older Xara software with color, normal, and spec tags. It let me work much faster than with any Substance soft, where I often got lost in my own files after a week and spent hours re-linking resources. Scattering small details was easier in Xara too, especially since it handled not binarry only alpha with perfect pixel snapping. A transform tool allowing pixel-precise scaling around a chosen pivot would be great, along with a way to nudge layers by exact pixel values (for example, moving a layer 16 pixels to the left). Slice support would also be helpful, so we can export multiple textures (2–3) from one master document. Ideally without sticking to a strict 2x scale for that master document. Finally, a simple vector mask with automatic edge height-blending (feather) would be amazing, as would vector-style curves for both scattering and deforming images. I currently use curves/paths in both Designer and Painter, but they’re frustrating compared to the old Creative House Expression “skeletal strokes,” which let us alternate sectors along the stroke and set start/end caps in just five minutes. Simple like 2x2. Thanks and sorry for too many requests.
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Jan 13, 2025
05:24 AM
Thanks Luca, could you explain pleasee how could I usee Physical Sun\Sky node as an environment. When I try to drop it over the background I see restriction sign and see no way to assign it. Also no, our game use the roughness values as a linear input. What I meant is intensity of the sun highlight spot on what supposed to be ground material. In Painter I can set "ultra" in shader settings and it looks much closer to what offline renders usually show as physically based and what typical in-game look is too. I mean much more shiny than pretty dull look we see in Designer I believe. The leeft side is what we see in Painter and in-game more or less . Designer always shows somewhat dull highlight spot. So my idea/ feature request is having same "ultra" setting in Designer.
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Jan 11, 2025
09:36 AM
For creating ground materials it's important to previeew them with diffrent sun angle. HDRi background with a static sun altitude is not a good way to preview materials which supposed to be seen in changing lightng conditions. I wonder could we have a sort of dynamic sky system/shader in 3dpreview pane. where we could test how material is looking at midday, late afternoon , dawn, overcast lighting conditions. A cycling sun and cloud cover with a speed tweak would provide much more adequate preview. Would much easier to setup for closer in game resemblance.
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Jan 11, 2025
09:22 AM
Currently I see nothing like in game when set material roughness in Designer. That "panorama" default background HDRI produces so dull highlight spot for the sun being only 16 degree high I wonder how anyone could call it Phisycally based. I know we could check in iRay to get more adequate look but why we couldn't just have same "ultra" settings like in PAinter. I constantly do darker roughnes than necessary due to so dull preview in 3d pane.
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Dec 17, 2024
09:34 AM
it's not enough actually . if you just convert to 8 bit by any node it's where substance does dithering too. But I made a workaround if somebody interested . it puts white pixel in UV zero , clamps image to 0-1 then makes it perfecttly 255 shades of gray , then replace that zero pixel back to original one. RGBAmerge after it should be forced to 8 bit
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Dec 12, 2024
11:42 AM
Like one in Photoshop color settings. I can't export areas of a texture supposed to have specific gray values in -game shader is needed without some exte noise. It's too tiresome to fix it in Photoshop . If anyone knows a workaround please share. I tried to posterize the result in 255 steps before converting to 8 bits. Looks ok in 2d view but again noise after export.
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Dec 11, 2024
07:56 AM
I meant not UDIM. Rather a case when a texture does not simply repeat itself into next UV tile /span . Instead it's using a UV math to deform / offset / rotate the texture in a next UV span to appear non-repeating . What would be a right approach to test UV math and preview result in Designer. I am trying to apply same kind of math I use with UVs in Blender inside pixel processor before Sample color node bit it doesn't work. Should it? or Sample node works only in 0-1 span ? A simple exmple is a waterfall for example . I want to use one scrolling down stripes texture and a noise in alpha that would be scaled up and deform UV slightly across many V spans.
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Dec 11, 2024
07:40 AM
Thank you very much Marco. Such a great script . Works perfectly.
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Dec 10, 2024
03:41 PM
I want to make a material with uv shifting in a next uv tile/span. Can do so in Blender shader editor but would like to have same option in Designer . Is it possible somehow ? Whatever I try it's always first tile 0-1 repeating in 3d view pane.
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Dec 10, 2024
03:29 PM
If I need some patches of flat gray values in one of rgba working as time values . So far I have to export as 16 bit tiff and convert it to 8 bit in Photoshop with dithering off. Can I do same in Designer somehow ? When I try to export tga from Designer directly my flat gray areas always get some dithering noise.
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Nov 15, 2024
12:05 PM
Thanks for sharing Marco. It's fantastic tool and a great idea. Those scale and shifft inputs are super cool too. Should be in default tools set IMO.
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Nov 15, 2024
09:04 AM
Like this in Blender ? To figure out what math nodes are best for desired curve response for certain input slider?
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Nov 15, 2024
07:32 AM
Thanks Marco. Could be some on screen floating window where you could drag and drop sliders. Thanks Dave, it's a great workaround . Somehow never crossed my mind.
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Nov 14, 2024
02:31 PM
When you edit a function, pixel processor or sub-graph would be nice to have slelected top level sliders always be available as on screen widgets so you can chang the math or blending and istantly check how would it respond to top level changes without necessety to go up and down all the time. I mean from value/pixel processor to main graph and back .
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Nov 13, 2024
11:00 AM
The way we could set a path specific for a graph . I have so many aliases alredy I am losing track of them. Could be an easy way to relocate the whole folder of resources at once.
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Nov 13, 2024
10:34 AM
Sorry I am not sure I understand . For example I remember one of my sbs files should have a graph "grass3_3 " and output grass3_3_nm.tga While the sbs itself is named other way and I don;t remember how exactly. Includes many outputs and versions. In your example I see nothing like graph or file name . I accustomed to use "total commander" . it has "find text" in search dialog. It has many options and one of them is "office xml +EPUB " and also like : UTF8, unicode UTF16, Hex, RegEX, ANSI chrseet (windows), ANSII Dos. Sometimes I can't find specific thing in a project folder while 100% sure the graph of my interest should be there. So should "office xml" be enough or shoold I include other encoding options? Maybe a way to do it in Windows file explorer itself or Adobe bridge? What would be an easy way? Would be nice probably if sbs file could list its content as keywords, tags whatever Windows could find. Or write XMP side car files with this info as an option. Almost evry digital assets manager can read them. I asked chat gpt to make me such script for Blender and it got super easy to find a specific object but no sucsses with Designer . Chat just can't do anything working for Designer.
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Nov 07, 2024
01:03 PM
I asume it could be done by reading with "find text" option in something like total commander ? is there any easy quick method?
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Nov 04, 2024
06:10 AM
what may be the words? I tried "7x7 meters" , "longer stripe", "bigger coverage" thoose doesn't work .
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Oct 28, 2024
09:56 AM
Thanks again Marco. Year, I know about this. But the problem is . Whenever I try to make such archived export Designer wants to collects a half of my hard drive , sometimes GBs of data . Unused images and a huge pile of just junk from my laptop. Nothing of that is really necessary to open sbs file and I have to click "no" when it asks for the paths for minutes. Wish it would show "no for all" checkbox.
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