Between Two Places

Caroline Wise on the Santa Monica Pier in Los Angeles, California

Five of us are in Los Angeles for a virtual reality conference. Caroline, not wanting to be left out, has come along but has her own plans. Before we each go our separate ways, there’s the matter of needing to share at least a bit of time of just her and me, and so it was that we left our motel early and headed down to the Santa Monica pier.

Santa Monica Pier in Los Angeles, California

You may not have known it, but yesterday was Caroline’s birthday, and keeping with tradition, we did absolutely nothing out of the ordinary to not celebrate it, just another day in the cascade of every day being worthy of celebration.

Los Angeles, California

After dropping Caroline off at a secret location in downtown Los Angeles, I’m returning to our motel to pick up my crew to start our day immersed in tech.

Ariana Alexander at VRLA in Los Angeles, California

This is Ariana Alexander checking out someone else’s idea of how we might enter virtual worlds. This is the first-ever VRLA conference being held on a couple of small soundstages this weekend.

Caroline Wise in Little Tokyo Los Angeles, California

Meanwhile, Caroline is divulging her location by sending out these images. She’s over in Little Tokyo for an afternoon of browsing and shopping.

Baum Kuchen in Little Tokyo Los Angeles, California

It never fails to surprise Caroline that the Japanese took such a liking to this German treat called Baumkuchen, even keeping its original name. Tree cake would be a reasonable translation, and while it’s been popular in Japan for more than 100 years, it never caught on in the United States. But John, it’s right here in Los Angeles? Sure, here at Marukai Grocery, which specializes in all things Hawaiian and Japanese.

Rainy Boran at VRLA in Los Angeles, California

Back in the realm of the virtual, Rainy Heath is trying on a full-body tracking setup that demonstrates how to bring realism to motion in reality to VR.

Spam in Little Tokyo Los Angeles, California

Seriously Caroline? You have a day to yourself and you are geeking out on Spam? [I had no idea there were so many kinds! Caroline]

John Wise and Brett Leonard at VRLA in Los Angeles, California

Brett Leonard, director of the film The Lawnmower Man back in 1992, was maybe one of the most obvious people to be on hand, considering his defining piece of film using some of the earliest computer graphics. A year after his movie (which cost $10 million to make) came out, Caroline and I over in Germany produced a short 3D animated music video that earned us about $8000. While the graphics of both works are highly dated, I better understand what he was up against trying to use state-of-the-art tools that were, in actuality, quite primitive for what we were trying to accomplish.

Luis Chavez and John Wise and at VRLA in Los Angeles, California

Brandon Laatsch (center) with his girlfriend, along with Luis Chavez of TimefireVR. Brandon got his start with Freddie Wong at Corridor Digital before they went off to do their own thing. Like myself, Luis was a big fan.

Caroline Wise in Little Tokyo Los Angeles, California

With both of our middle-of-the-day adventures coming to an end, Caroline stopped to take a pause after grabbing an Imagawayaki – red bean stuffed pancake and a coffee next door and then patiently worked on knitting my next pair of socks until we picked her up. Actually, if I’m not mistaken, we all dipped into a nearby ramen shop before my side of the group had the opportunity to explore Little Tokyo.

Under The Weather

John Wise feeling under the weather in Phoenix, Arizona

This is not a photo I would have thought to post, but when Caroline saw me napping in my chair with my favorite orange caterpillar neck pillow, the knitted beany she made me, and a blanket she had tucked around me because I was freezing due to being under the weather like the title says, she thought that I, “Looked so cute” and took the photo. She snapped a couple without me noticing but the one where I looked up to offer her a soft smile made her heart swoon and so, with some reluctance, I offer you a vulnerable and a bit sick version of me you’ll rarely see.

Substance Designer – TimefireVR

Substance Designer

I’ve been spending more than a few days in Allegorithmic’s Substance Designer, working over a massive amount of textures I’ve downloaded from GameTextures. The process is tedious, especially the Metal PBR workflow, but after more than a few days grinding through a directory with more than 250 base materials, I’m kind of addicted. At night, I go home and work on some simple stuff, assembling my horde of images from CG textures. These are easy as it’s just a single bitmap I have to wrangle. The glue that is making all of this possible is Allegorithmic’s new tool found in Bitmap2Material 3.0. It’s a “Node” that works as a kind of plugin for Designer. Feed the node the images you want to be converted for use in a PBR workflow, and the node does the heavy lifting. But of course, nothing is ever totally easy, and so I wrestle with Masks, Emissive textures, Blend nodes, Levels, and the adjustment of Normals in order to get the Substances just right for our shared library. Between Allegorithmic’s Database of procedural textures (about 850 of them), the 1000 CGTextures, and the 1000 GameTextures files I’m working with, I could be at this for quite a while. In the end, I think this will prove to be an invaluable asset to our team, though I might have a momentum that will demand I just keep going exploring the possibilities this amazing software offers us.

Bitmap2Material from Allegorithmic – TimefireVR

Bitmap2Material from Allegorithmic

Bitmap2Material 3.0 was released by Allegorithmic yesterday and now boasts a PBR workflow. Physically Based Rendering, or PBR, has been making great inroads this year, with all game engines now supporting it or being about to. For those who need to know, PBR allows different surfaces to appear more photo-realistic due to the way light bounces off of these channels. If you are interested in knowing even more about how PBR works, the guys at Marmoset have a great article that goes into depth about the specification; click here to read it.

After you install the program, all you need to do is drag an image into the interface, and Bitmap2Material will compute all of the required channels, such as Base Color, Roughness, Metallic, Diffuse, Specular, Glossiness, Normal, Height, Displacement, Bump, Ambient Occlusion, Curvature, and Detail Normal. But that is only a small part of the magic being offered; it is the parameters in the right column that really show off the power of B2M 3.0. Besides now being able to work with 8k, 16k, and 32k (gasp) textures, there are eight other main categories of options to affect your image. A caveat regarding those super large images: I’m using a GTX 980 with 4GB of RAM as my GPU and 8K images bring this new card to its knees; it would appear that a Titan with 6GB or a Quadro card with 12GB would be required for the heavy lifting that those sizes and larger images would require.

With your image loaded, it’s time to get busy setting up your new material for export. The list of operations and adjustments is lengthy, too much to dive into here today. Better you download the FREE TRIAL and start exploring what Allegorithmic has unleashed.

B2M3_Node

While this new incarnation is a fantastic development, it is what is included in the Pro version that is truly amazing for our work. Allegorithmic has created integrations that allow B2M 3.0 to work inside 3DS Max, Maya, Modo, Unity, and Unreal Engine (sadly not Blender), but even this is not what makes this version truly perfect. It is the inclusion of two nodes that offer the full functionality of B2M 3.0 to work inside Allegorithmic’s Substance Designer. One of the new nodes is purely for a PBR workflow; the second one is a dream node here at Timefire – it’s been specifically created with the Unreal Engine 4 material workflow in mind.

Once the node is installed, drag it into the Graph view and bring any bitmap into the program. Feed the output of the bitmap into this specialized node and then the output of the Bitmap2Material node to the output nodes, and the rest of the work is done for you. In mere seconds or less, the Outputs are calculated, and Normals, AO, Curvature, Height, Roughness, and more are ready for export or further modifications. It is that easy to use.

Clicking on the Bitmap2Material 3.0 node in Substance Designer opens the “Instance Parameters” column, which allows the same granularity of modifications found in the full B2M 3.0 program. Something else that needs pointing out, this version of B2M supports Mikktspace Tangents – a way of calculating Normals popular with xNormal, Blender, 3D-Coat, and, as I understand it, Unreal Engine. We are yet to test how exactly what this means to our workflow, but anything that brings better quality and compliance with industry-respected tools is a welcome addition. While B2M 3.0 supports Mikktspace Tangents, users of Substance Designer will have to wait a short while until those guys at Allegorithmic push out version 4.5 – rumored to be coming SOON.