Substance and Sketchup Workflow
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You have lost me totally. I thought the thread was all about native SU to Substance. There was no mention of Thea until I pointed out that Thea was introducing a Substance editor which would get SU a pipeline to procedural emulation at least (which I think may be the underlying theme of this post). I don't see much chatter about this new Thea feature but it is going to make a lot of texture factories obsolete and bring texture creation inside Thea to a new level of quality for all. That is all about exploiting Substance (an already ground breaking product) but nothing to do with the theme of this post.
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@unknownuser said:
AEC industry where visuals are secondary
Man...that statement takes the cake. I think I better go have breakfast this is making me weak.
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Certainly, this is why I specified video game work. For ArchViz work Substances are still not very well suited (and may never become so)-- the biggest boundaries existing with texture rendering resolution. For Substances to render very large textures (and rendering still images requires larger textures than moving images) you need a top of the line video card or the Substance workflow is very sluggish.
Two very different workflow priorities -- and, as I said, they are not compatible.
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Have you used Thea's live rendering? Their GPU based Presto system? I think it can tell you what you're going to get before it bakes for more than a few seconds.
And with procedural are we not talking about fabrics and mosses and dirt and such? so that while it covers various mesh it's going to change as needed?
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@jason_maranto said:
For Substances to render very large textures (and rendering still images requires larger textures than moving images) you need a top of the line video card or the Substance workflow is very sluggish.
Thanks Jason, that is indeed something I was worried about as it seems a substance can only go as High as 4096 and to wrap an whole building with that, might lead to low quality.
I do have a Titan X. Do you know if it's possible to have bigger textures than 4096 with substance? Even if the workflwo would be sluggish?
Also, it seems that resolution can be dynamically set inside substance. Perhaps that whole workflow would be done with lesser resolution and then the final export could be set at maximum resolution...
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And I have to agree with Roland thoughts on that "Visuals don't matter to ArchViz". I've always considered ArchViz to be rendering and material presentation. And what I do is more documentation of my models for plans... Shame on you JQL!
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@roland joseph said:
@unknownuser said:
AEC industry where visuals are secondary
Man...that statement takes the cake. I think I better go have breakfast this is making me weak.
It's possible to design a project without a 3D generated render ever being produced. It's being done for thousands of years and that didn't stop some of the most magnificent buildings from being built.
I'm not going to argue about the importance of CG visuals in an architectural workflow.
Though I consider them secondary, they are, nowadays very useful. That is why the original question is aimed at knowing how to improve my CG visuals workflow...
@roland joseph said:
You have lost me totally. I thought the thread was all about native SU to Substance.
It wasn't!
It was about the possibilities of a successful "Substance and Sketchup Workflow", as stated on the topic title and on the first post.
Thea Substance Converter is a tool that covers a few very important aspects of substance designer. But there are other aspects that it doesn't cover.
I'm seeking guidance as to cover most aspects I can and I'm honetly expressing my personal experiences and opinions on the subject wich evidently are different than other people's.
Thanks for your productive input!
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@krisidious said:
And I have to agree with Roland thoughts on that "Visuals don't matter to ArchViz". I've always considered ArchViz to be rendering and material presentation. And what I do is more documentation of my models for plans... Shame on you JQL!
JQL walks away with his tail between his legs and feeling bad about existing!
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we should run some tests and see what kind of live results we get and results overall.
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@krisidious said:
we should run some tests and see what kind of live results we get and results overall.
As you might know I also had a deep discussion with Manolis from Thea, wich, of course and unfortunatelly, confirmed what Rich and Jason state about unwrapping.
I want to take full advantage of the 30days trial so I didn't download designer yet, I'm going through the tutorials and then I will find some time to work with it.
I see tremendous material design and texturing potential in Substance designer, so I think I will have to conquer my fear of handling Blender...
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And did you not see that model I just showed you that was uv unwrapped and rendered in thea? what's the difference.
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@krisidious said:
And did you not see that model I just showed you that was uv unwrapped and rendered in thea? what's the difference.
There's no difference, I know I can render an unwrapped model in Sketchup, the question is how to easily unwrap it.
I wouldn't know where to start, Rich adviced blender, but with the incredible amount of going back and forth my models have, I'm a bit scared that unwrapping will be a step to create ultimate confusion in my workflow.
There's nothing like trying it and I will, of course, try it. Just holding my breath before I dive in to it...
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But Kris did you model it? How did you unwrap it?
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AC3D easiest unwrapper around. almost completely automatic in some cases it is... in other you may want to edit a bit. But we use maps that other people are going to paint later, so it needs to look a certain way. but if it's just you? easypeasy.
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just part of the uvunwrapped textures on that car. and it rendered very fast. that top texture map
is 1000x1000?
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Oh no! Do I have to do all that hand work on separating faces?
I have no time for that!
Imagine I model a pipe like that with some windows around.
I unwrapp it by hand like that...
What happens if the pipe gets stretched?
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You don't map stuff until you're done with an object or you remap it after you modify it. a pipe is not really something that takes any time to unwrap. you just select the faces and hit the button then save the image map. same with a box or any standard shapes. it's cars and what not that get harder.
You can map multiple things to one map or each to their own. but to me, procedural means it doesn't need a map, it maps on the fly as it covers a surface. so as to not repeat an to flow or seem more realistic. it would use an algorithm to show a natural surface.
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I'm not fully grasping, I have to try it!
The only comment I can make is that, of course, I'm not very concerned with cilinders but with the actual stuff I need to create wich is a bit more complex (though not as complex as a car)
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