That's actually really interesting, I thought these were going to be Allogeritmic Substance based from the screenshots, but this looks more similar to what Quixel Megascans are doing.
Any idea if you need to use a special camera for that, or can you use any camera and position the images manually?
3D artists use Maya, Blender, Nuke, Substance Designer -- all on Linux (but not exclusively, because exclusives are "bad").
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There are tons of free chat software: Matrix, Signal, Riot, IRC, Jitsi, etc... and some of them work almost exactly like their proprietary equivalents. With communications software it's not about the availability of alternatives, but for some reason no-one uses them.
Well, most texturing is a little more involved than that...
BUT! I'm trying to make it so that we have the ability for people to do things like create camouflage patterns and other fun stuff like you might see on weapons in Counter Strike:GO.
Another system I'm currently looking into actually involves a lot of automated texturing based on procedural materials from Substance Designer. In this case, people really could just put together a simple texture that has solid blocks of very specific colors, and then the system would automatically apply the appropriate materials to those blocks of color. If a system like that were implemented, enterprising content creators could even release 'blank' items that could be modified very quickly to produce very different results. A cloth tunic could be almost instantly reskinned into one made of rubber and leather, for example.
I'm really excited to start implementing some of these ideas, but there's still a lot of R&D that needs to happen before any of it is ready for production, let alone public consumption.
Unreal and Unity are already using real world values for materials - check out this article for some background: https://marmoset.co/posts/basic-theory-of-physically-based-rendering/
[edit] Also check out Substance Designer: https://www.allegorithmic.com/products/substance-designer
You should check out Substance Designer. It's my absolute favorite software for creating textures/materials/patterns. You can pick up a free trial or try out a student version (no limitations). It was so hard for me not to say "oh just go hop in Substance and create that" haha. Had to keep reminding myself it's a relatively new tool.
https://www.allegorithmic.com/products/substance-designer
Don't let the complexity shown in the video scare you away, it's super simple and quite fun tbh. I made this in less than 2 minutes just now!
What makes Houdini great is its node-based procedural system. I wish every software had something like it! So when I stumbled upon Substance Designer a few years ago, I was so happy to see a second software tool using this approach that I bought it despite not being a texture artist, just to encourage them. I'm glad they finally made a plugin for Houdini, it sounds like a perfect match!
Allegorithmic Substance Designer is great for this sort of thing. It allows you to create textures using procedural nodes, and would make short work (initial learning curve aside) of something like this.
Unclear exactly what you're looking for, but in our game dev studio we use Substance Designer to create a variety of CG materials.
If you're looking more along the lines of structural analysis, then SolidWorks might be a good place to start your research. I'm not familiar with it myself other than an awareness that you can use it to build 3D models, specify materials, and perform stress analysis simulation on those materials.
> Library/ABI instability. #1 example of this - glibc. Very easy trap to get into, not necessarily simple to avoid. "Build with an old distro" or "Build with an older GCC" is not a good solution.
What? glibc
is ABI stable. The breakage on Arch was quickly fixed. How do you think commercial CAD and media apps ship for Linux?
> Sound API is incredibly poor. Fights between Pulse and ALSA Do not help. No standard way for some things such as getting speaker count/configuration. No, openal does not "fix" this.
SDL2 dlopens at runtime.
> No "just use SDL" is not a solution.
I must be imagining thousands of third-party binary installers and thousands of game titles.
my quick go to tool: http://www.nmaker.com.br/tools.html
Learning this right now: https://www.allegorithmic.com/products/substance-designer
I know people like this, but I'm not a fan. http://www.crazybump.com/
Lightmapping, especially with global illumination will help to lift the scene.
You have no PBR based materials in your scene, so everything looks flat. Give the 30 day trial of Substance Designer a go to create some basic PBR textures for your scene.
A baked reflection probe inside the room will help with the lighting with PBR materials
The arcade scene and rust have a lot of post processing effects going on. Things like Tonal mapping, bloom, chromatic aberration, colour grading. You can find most of these effects from the Cinematic Image Effects Package
All these things combined will create a better final image.
Have you looked at Substance from Allegorithmic? https://www.allegorithmic.com/products/substance-designer
We do have our own real-time renderer that hooks into the viewport of Max and Maya, and in the past we have wrapped Substance so that you could expose that workflow within our visual programming system. However, it's not really something we've been pushing on - there is work we're doing on an updated real-time renderer that handles materials in a much better fashion. However, the problem is always the same: what you do when authoring vs what it looks like in engine. I think we can close the gap but this problem has plagued game devs for decades so I'm not sure it is 100% solvable short of just having the engine as the authoring environment...
I assume that Stingray handles this for Max and Maya since that's a very tight integration (but obviously you have to use Stingray instead of Unreal, which kinda blows).
True. A lot of it does come down to driver implementation and shader logic. PBR has made it WAY easier to make super looking textures. Quixel Suite and Substance Designer are incredibly powerful and really fun to use, and you can generate absolutely amazing textures that slot right into basically any engine. Check out this Polycount thread for some amazing things done with only substance designer.
Not exactly what you are looking for, but on our current mobile game we are using https://www.allegorithmic.com/products/substance-designer primarily as a means of reducing the download size of the huge number of textures in our game. It's working out great.
The downside is that generating the textures on a phone is a bit slow. To speed things up eventually, we cache every texture we make to disk. But, that takes up a lot of space eventuality. So, we had to put a limit on the cache size after which you start re-generating again.
Substance Designer is the only professional tool that does the same thing right now. I want to make building textures easy for people who don't want to spend time learning how to use the nodegraph so I made the BrickBuilder as a companion tool.
I can't say too much about the 3d modeling, but we used Unity's materials combined with default Maya lambert textures to keep everything looking nice and flat. If you're like me and texturing seems weird and scary to you, you might want to look into PBR via for example Substance Designer, which makes it relatively easy to make natural looking textures. Especially useful for walls, floors, wood, etc. Worth a look for sure!
Awesome, thanks! Suppose you can but it really depends on the shader used. Be sure to check Substance Designer, Source, and the new Unity Plugin.
> I suspect the application equivalent will be people who grew up on open source and webapps realizing they don't actually need entire classes of things that expensive Microsoft products specialize in, or Microsoft themselves bringing O365's web interface up to feature parity and crushing the primary reason to buy Windows.
Microsoft is more aggressive and less stupid than Quark, though, so they're rushing all of their profitable customers into subscription-billed cloud services as we speak. If we're not sharp enough, Microsoft could get what it wants and end up with the brand mindshare and the profits even if all the heavy lifting in Azure servers and IoT embedded is done by Linux.
Traditionally the Linux ecosystem hasn't promised big returns to the small software house. Individual engineers can make a great living with open source, and big companies can make a great living with open source, and Linux certainly supports closed-source software like Oracle and Websphere and Autodesk Maya and Allegorithmic Substance Designer. But small commercial software houses and vertical-industry-app providers have been much slower to embrace Linux than they were to embrace Wintel. Most new apps are web apps running on Linux, which is great for platform diversity, but doesn't do anything to sell Linux as a desktop.
They can be hand drawn. Tablets like a Cintiq from Wacom let you draw on a computer just like you would paint/draw with pen/paint/pencil.
They can be professionally shot pictures.
Or they can be generated by algorithms, like is done with Substance designer.
Try to get as even lighting as you can. Outside on a cloudy day or multiple softboxes is best. Stand directly over the sample and zoom in to minimize distortion. Have the camera lens parallel to the surface if at all possible. Here's how to make the swatch seamless using Photoshop: https://medialoot.com/blog/how-to-make-a-seamless-texture-in-photoshop-redux/
If you have access to Substance Designer, it has a bunch of tools for cleaning up and processing textures photos and scans that will make this process a lot easier, as well as giving you a real-time preview of secondary maps (roughness/bump/etc)
You can designate and design custom material maps. Check out the thread here. It's quite powerful! Also any gaps you get you can get through Substance Designer.
depends on the layout of the map but yeah, if the map is surrounded by water it's pretty likely
if it's just a pond then they'll probably size it down, depends on the tooling/approach really
it's also an optional feature, turn it off if it doesn't run well
those surfaces also aren't flat, if you look at more screenshots it's obvious it's a displacement surface made with the help of a materials tool like this:
https://www.allegorithmic.com/products/substance-designer Substance Designer actually. It doesn't have asin or acos.
I should use radians but I'm not that familiar with the maths. For me it's easier to convert degrees to radians at the end. The software doesn't seem to have any issues with it though, as far as I can tell.