I want to make curve from an edge loop. The node description mentions it can be done in Max Maya and Modo setting special tag but I can find any nfo how.
Only have Max here but I've managed to pass edges through
like it says in the docs .. you need to make a selection set - in this case from subobjects (edges) then when exporting the fbx make sure you have the selection set option ticked.
in designer add the object to your graph, enable As Subd button enter the selection set name into the filter box
Here's the first problem. The selection set name may not be what you entered
I exported my fbx as ascii and had a look inside for the selectionset nodes..
Max's docs explain that subobject selection set names will always be prefixed with the name of the parent object What they don't explain is that you also get a suffix naming the subobject type
in my case the correct name to put in the filter box is this.. "Cylinder001_MySelection_Edge"
There's a big caveat attached to this. In the form of the second problem
when you subdvide your mesh in the scene node the edge indices get messed up and your selection becomes bollocks. I'm assuming this is a bug and have submitted a bug report
I recreated your way step by step and still see yellow triangle and no curve in SD .
As always Substance Designer does it most crazy, cryptic, monstrously inconvenient way ever possible. No hints whats wrong , zero explanations .
But I am not surprised at all , their nodes are generally same . You understand nothing until you re-made your own from scratch. Had to make my own atlas scatter just recently because theirs is unusable.
I especially "love" their pixel processor. Zero preview what are you doing or what you pass through nodes. Cryptic nodes names. To use simple 5 grades trigonometry you have to break your head. To simply split or combine RGBA you need several swizzles, vector floats. Thanks god there is Blender where you can prototype before doing it in pixel processor .
ps. For god sake why they wouldn't just allow to import an edge loop directly as an object , or polygonal stripe . Isn't it obvious that current crazy way is a disaster.
The modelgraph stuff is all fixable, they need feedback at this stage or things aren't going to get improved though.
It's definitely not production ready - I wish they'd marked it as experimental in the same way UE features are tagged, at least that way there's an excuse for the shonky documentation
as to the rest of your points . honestly you just need to spend more time with it. I do all those things daily and have no problem debugging now that I've worked out how to do it effectively. Fx-Maps on the other hand are complete dicks to debug
honestly you just need to spend more time with it.
Yeah, maybe. I very much prefer Blender nodes system vs SD one. Even considering lots of things are impossible in Blender.
1, you don't have to convert or clean grayscale to color , Blender does its guess on its own . if you connect rgb to vector input it instantly interprets it as 3 vectors. You could mix color , grayscale and vector math nodes whenever you want.
2 all the math is one single node where you could switch math operations instead of re-connect another nodes
3 you can use shift+drag to make a dot node across several line and ctrl+drag across to erase connections . in SD you have to first select a line then push backspace . And sometimes in a mess of lines it's hard to so.
4 in Blender nodes auto-connect when you put them over a line.
5, Blender math nodes would always show you something with an output connected . For vectors it would be colors , for scalar value something gray you could remap to 0-1 to understand whats happening.
While in SD you can also make basic arithmetic with regular nodes in 32bit mode and see how it goes in preview , node to node with normalized "auto level" it doesn't work in pixel processor where you often have no idea why thing is not working as you wanted. It's beside the fact that switching to orange output works slow and inconvenient while in Blender you can put gazillion output nodes next to each other and switching in between them in a click .
6, I love Blenders simple node grouping and value sharing in between different nodes while in SD you have to build super annoying green inputs and "exposing" . A month later you stop to understand anything in your own constructions.
In general Blender node system is so much more forgiving to your minor mistakes vs SD one. I always thought SD made as much artist unfriendly node system as they possibly could.
It became a bit better with time ( after they edded few conveniences like dot node and Ctrl+E) but still same in its core.
I many times asked for quick output in the pixel processor when you click on any node and see output values . numbers, normalized grayscale image or colors. But I am sure this will never happen in my life time.
Another feature of Blender node system : if you have a lack of available free space in between your nodes you can select all of them and hit S+drag to scale them out of each other.
It's convenient beyond words and in SDesigner you constantly have to move them tediously to blend in a new branch or put the new branch somewhere far outside which turns you nodes into a mess gradually
I wrote in Alegorithmic forum for decades asking them to take a look on Blender node system . Thanks god they borrowed bypass command finally , decade later after a long lasting discussion about how they believe it's impossible , and dot node at least. There are yet so many to borrow.
Replies
like it says in the docs ..
you need to make a selection set - in this case from subobjects (edges)
then when exporting the fbx make sure you have the selection set option ticked.
in designer add the object to your graph,
enable As Subd button
enter the selection set name into the filter box
Here's the first problem. The selection set name may not be what you entered
I exported my fbx as ascii and had a look inside for the selectionset nodes..
Max's docs explain that subobject selection set names will always be prefixed with the name of the parent object
What they don't explain is that you also get a suffix naming the subobject type
in my case the correct name to put in the filter box is this..
"Cylinder001_MySelection_Edge"
There's a big caveat attached to this. In the form of the second problem
when you subdvide your mesh in the scene node the edge indices get messed up and your selection becomes bollocks. I'm assuming this is a bug and have submitted a bug report
It's definitely not production ready - I wish they'd marked it as experimental in the same way UE features are tagged, at least that way there's an excuse for the shonky documentation
as to the rest of your points .
honestly you just need to spend more time with it. I do all those things daily and have no problem debugging now that I've worked out how to do it effectively. Fx-Maps on the other hand are complete dicks to debug