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92 ExcellentAbout CADustin

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Unfortunately since the content catalog was made in X13, it's unable to be loaded in X12. I can't take it back versions. One work around though is to snag other 3d lettering from other sources and make your own lettering catalog. I don't know what kind of fonts are available but I know the 3d warehouse has some 3d lettering available.
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Hey Gen, looks like good guy Rene got you covered, but for next time, you can use the tile builder to make these kinds of materials. You need two things... -A seamless image of the material used to make the tile. We want all the tile lines removed so its just a slab of material for the builder to slice up into tile. -The Tile Builder, found in Chief X17 or above, or the external Tile Builder found here... https://chieftalk.chiefarchitect.com/topic/21560-custom-material-generation-with-substance-player/ For your seamless image, you can either use photoshop to remove all the tile/grout lines or use AI to do it for you to get something like this. From there you plop it into the tile builder with these settings to get pretty close to your target tile. From here you can tinker till it matches your individual taste. Good luck! let me know if you hit any snags if you try it.
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Custom Material Generation with Substance Player
CADustin replied to Chief_Content's topic in Symbols and Content
Your globe looks terrific, good job! So just to be brief, yes the builders can make materials that wrap around a globe but not because they are made to do so. instead the important part of the process is the UV mapping of the globe itself. UV mapping is just a setting under the hood of all 3d assets that dictate how materials lay on a 3d surface, kinda like wrapping paper on a present. The UV mapping will take the image and slice it up and lay it as the 3d artist dictates to try and make the asset look good/correct without a bunch of seams or distortions. This can get complex, kinda of like wrapping a box vs wrapping a soccer ball. Couches, trees, countertops, all of them have UV mapping. There's a few different ways to map a sphere, but here's an example of what the UV mapping of the globe could be doing to an image to get it to lay correctly on its rounded surface, again kind of like wrapping a ball... It's be very difficult for artists to make an image like this with the proper angles, so we keep the images square and us UV mapping to slice it up under the hood. Therefore the Builders in Chief CAN make you images that would fit on a globe but they aren't special in that regard, any image would lay on a well mapped globe decently as long as its the right size. If you're interested in the nitty gritty, e mail me at Dustin@chiefarchitect.com or investigate UV mapping online. -
Custom Material Generation with Substance Player
CADustin replied to Chief_Content's topic in Symbols and Content
New Year New Updates... -Taylor B here at Chief has made a new version of the Material Builder tutorial which I've linked at the head of this thread and replaced the old one. Thanks Taylor! -I've updated the wood and tile builders here on this thread with the most current versions. These SBSARs will be loaded into Chief in X18 on beta/release but you can get them here now and load them in X17s builder. Updates are... Wood Builder -Added White Oak, White Oak Quartersawn, White Oak Rift Sawn -Removed Knotty variations of all species -Regrouped some controls into knots, surfacing and weathering, and adjustments -Added Material Scale -Added Grain Prominence, lets you deepen the grain color on the texture map -Added Open Grain slider that adjusts the normal and AO map to add grain/knot depth -Changed the name "Age" to "Distress" -Added a Knot group with Independent Knot control, size and frequency Tile Builder -Porcelain and Metal will show the exact RGB value selected with the color picker. -A sneaky update went out at the end of last summer that added more tile layouts (Added Scallop, Ogee, 5:1, Arabesque, Axehead, and Picket Small) I think this was on X17.3 but it's on this thread now too so you can download it or get the latest Chief Updates to see them. More updates are hopefully on deck specifically for the tile builder. I'll get back on that update train when I know more. -
Creating large profile 24x48 tile in Chief Tile Builder
CADustin replied to Elliot's topic in General Q & A
Scott is right, since there's six horizontal tiles shown on the 2:1 Large Tile image, and you want each tile to be 48" then 6 tiles x 48" = 288" for the Horizontal (X) Scale. The Vertical (Y) Scale is 12 tiles tall. 12 Tiles x 24" = 288" So the scale for both X and Y will be 288". You can see in the attached image that when scaled to 288", the preview window is huge and useless for counting tile. To get accurate Scale, we need to count tile in the texture preview which shows the actual image being used. -
Yep yep, should just be in your core materials folder. Let me know if you don't have access to it and we'll get it figured out.
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Has anyone created an Ipe siding they would care to share?
CADustin replied to 10eighty's topic in Symbols and Content
Yes, if you take that slider down it'll be uniform color on all boards. -
Custom Material Generation with Substance Player
CADustin replied to Chief_Content's topic in Symbols and Content
Happy to help, Lance... We get to play the "count the tile" game to get our scale. If you want 4"x8" tile, then you need to count the number of tiles on the image, vertical or horizontal. -The 2:1 tile option in the builder has 12 tiles going across the image. -If we want 8" wide tile the math would be 8 (inches) x 12 (tiles) = 96 would be your Chief Scale The image is square so we can skip the vertical scale math but if you want to do it anyway it'd be... -4 (inches) x 24 (tiles) =96" Everything in the tile builder is square so you just need one value so for example if I was making a picket tile, I'd just count the vertical count since it's easier to count (6 vs 16) and I'd know that the horizontal scale is the same. If you are making materials from images you got from snippets or online, they might not be square and you'd have to count both horizontal and vertical. The best place I've found to "count the tile" is just in the adjust material dialog, I'm working on hopefully adding a field in the future where you can just input the width of the tile and it'll autoscale the material for you but it's not quite ready yet. -
Custom Material Generation with Substance Player
CADustin replied to Chief_Content's topic in Symbols and Content
Substance Update Hey gang, been a while but there’s new tile, wood, and masonry builder files available today. Nothing crazy big to report yet but a lot of under the hood fixes and some Quality of life fixes. -Unified things like offsets, image inputs, color sliders, etc across the three builders where applicable. -Offsets now have a dropdown for No Offset, 1/3, ½, ¼, or custom. These offsets are classic “Back and forth” offsets while the custom is the old slider that does the stair-step offsets. -Offset dropdowns should only appear when the layouts are offset-able. Hex layouts, for example, cannot be offset so the dropdown does not appear. -Image Inputs now have unified text to better convey what’s going on with color. These two options should hide all “dead” color related sliders while some sliders that people have asked for should still be active. If you can see it, it should work. Image Input – Adjustable Color Image Input – Image Color Only -Image Inputs now have a dropdown to make seamed images seamless, this dropdown only appears when you select an image input. It’s not perfect (it blurs and blends the edges together) but it looks pretty decent on most images I’ve tested with. Should save you a few trips to the image editor. It still needs a large uninterrupted “slab” of material to slice up, but you should be able to grab screengrabs of wood or stone or whatever and tile it nicely. Source Image Edge Edit -Keep Original -Make Seamless -Wood Builder got a stain color selector finally, also paired with a “Stain amount” slider to help dial the color in to your liking. -A few usability fixes that are prepping for future bigger updates. Have fun guys. -
Substance Player ... tile Builder unavailable
CADustin replied to MelissaATX's topic in Symbols and Content
Happy to help... There's two ways to do this, the first is to reinstall the substance player and to make sure the Substance File Associations are on... This is the bottom checkbox, this will let you double click the tile builder file and it'll open in substance player. The other method is to just open the substance player after you install it and "Open" the tile builder from there... Let me know if either of these don't work for you. -
Custom Material Generation with Substance Player
CADustin replied to Chief_Content's topic in Symbols and Content
Would love to help... If I understood correctly, you downloaded the newest substance player here... https://helpx.adobe.com/substance-3d-player/home.html And tried to open the tile builder on the first post of this thread and it didn't work? Is there an error message or are you just not seeing any tile? -
6 Inch Multi-color Triangle Chevron Tiles
CADustin replied to AlexLifespan's topic in Symbols and Content
Looks great! -
Substance Player ... tile Builder unavailable
CADustin replied to MelissaATX's topic in Symbols and Content
Most of the time, this issue is just caused by being logged out of Chief. If anyone ever can't bring down these files and they are logged in, feel free to message me and I'll get it checked out. -
Custom Material Generation with Substance Player
CADustin replied to Chief_Content's topic in Symbols and Content
I'll get it on the TODO list. Should be an easy Add. -
Hey Melissa, for your scale you'll want the "3:1 Tile" in substance player to match ratios to your 3"x9" Target. Once in Chief, we'll need to count the number of tiles in the image we got from substance player and do a little math to get the Scale in Chief. Number of horizontal tiles x Width of Actual Tile = Chief Scale So for this example we have... 8 tiles across the 3:1 tile layout x 9" wide tile. Scale for the material in Chief should be 72". Because the image is square, the vertical scale value will be the same. Let me know if this helps at all.
