AmplifyCreations: cool shader! There is a workaround for the VDM creation . Create the object first however you want it is. Then wrap the plane around the object and project the details. You can use shrinkwrap deformer in maya or conform to project. You can even use quad draw to make it conform manually.
Sbsar are binary files (or almost), while sbs file are just in xml. So you can read an sbs file manually if you need. Otherwise if you have access to substance designer you can use our batch tools to automate some task (like querying basic information). We (Allegorithmic) provide a framework in case an engine needs a way…
Ah yes, that's what I ran into the performance was unacceptable. I've heard if you make things like that a plugin you get the performance back, but I have no idea how to use the API language and also when you make a plugin it only works for the version of Maya you compile it for which is super limiting for the consumer. I…
Hello guys, Since i made the Megascan Link Plugin for Substance Designer i decided to the same for Substance Painter. With the Megascan Link for Substance Painter plugin you can import Megascan Assets directly into an opened project or create one if you export from Quixel Bridge a Megascan Asset with a 3D mesh. The plugin…
thanks guys! I hope you find it useful :) Scooby, thanks for the feedback on the scrollbar - I totally didn't notice that it wasn't showing up on the high poly list :poly136: as for the rest, it might be especially confusing for you since it works differently from another xNormal tool we've been shown haha. Basically mine…