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Messages - kyle_12

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Hello all,

I have been getting into experimenting with fabrics (more difficult than it sounds) and am having great trouble replicating a bed material I found a shot of in any realistic sense, all my attempts end up looking very disappointing.

I am trying to replicate a quilted material, which has ripples along itself horizontally, crossing over it's vertical stitching, which causes a lot of shadowing and depth, and I am having a lot of trouble replicating this as I am unable to find any Substance examples of anything like this.

Would anyone be able to help me with this?

Quilted.png is a little collection of reference images for the material. is my latest attempt in SD 6.0.2.

Any help is greatly appreciated and I intend to put it on Share, with credit to anyone who can help of course.

Thanks for any responses in advance.

Hello oeales
Before I go and build something you don't need, what exactly are you trying to do?

A) Attempting to compile 10 different sets (10x Albedo, Normal, Rough, Metal) into a single atlas.
B) Attempting to get Unity to use these textures in 10 different Standard shader materials?

Either one of these are easily solved, but before I build a solution to a non-existent problem, I thought I should check exactly what problem you are having.

Substance DesignerSubstance Designer - Discussions - Welding Metal in SD
 on: June 15, 2017, 03:08:56 pm 
I have been looking at this on and off for a few weeks now.
I am working on a ship exterior and am looking to, for the deck walls, have a welded grid pattern, to have a cobbled, welded panel appearance to the walls, as though they have been patched with new panels to repair damage.

I have attempted this a few different ways a few times but nothing ever looks right, and although I haven't found much with SD in my searches, I thought I'd ask to see if anyone has been able to find a good method for creating a welding look similar to this: but for Substance Designer, not Painter.

If it turns out I cannot to this to this effect, I will just have to do it with SP, but I highly prefer using SD as it gives me finer control over everything I do.

Any ideas on creating a welding pattern in SD?

I have a graph for applying a series of lines to a concrete floor, providing the player in video games with something to follow, I created this a few months ago, and hadn't used it since.

Realising that I not only needed a straight and corner piece but also a T shape, I reopened it and added a few things to produce the new variation, but upon output the color on the lines appears completely different from the others produced with the same graph, I can't remember nor think of any reason I would have altered it at all, but as these are meant to be used as tiles, they NEED to match.

Hopefully one of you might be able to work out what on earth I have done and how to make the new output look like the one supplied.

Working in SP2 (I'm using a work license), how do I use the built-in hardsurfce normals located in the Textures tab on the Shelf?

I have tried to find some examples of people using them in tutorials but have been unable to find any example of their use.

I am trying to use them as both normals and as alphas for masking, not sure if this can be done, but I am hoping it can.

How exactly do I use the supplied normal hardsurface textures, and can I mask with them?

Hello Allegorithmic-ers,

I am getting ready to package the first set of Text tools (I know, I said it was going to be 2 weeks ago) but I wanted to package up the library built for it with it, but I can't find any way to.

As Wes mentioned Here: the library save location is in the project files located in AppData, but I can't package up y project as when people are using the tool they will not have their own libraries.

What I am asking is if anyone knows of any way to export a specific filter or set of filters that other people can plug into their SD project without losing their own library?

As always, any help is greatly appreciated.

Thanks in advance :D

Hello all,

I know a text tool is something we have all been looking forward to for a long time now, and this is far from a perfect toolkit, but I thought I'd show off my progress so far, I am looking to release this next week or the week after onto Substance Share.

Attached to this  post is (hopefully) a video preview of this system working.

Bitmap fonts can be created in a specific format to allow any font to be used with this, and I am working on a way of making it far simpler to do.

The characters currently supported are:

ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789 #~{}[],/

Any feedback is appreciated, and any ideas or anything else anyone can contribute would be very welcome.

I am working on a text tool (I decided it was high time one was made) and I tried to use the standard Multi-Switch Grayscale but it only inputs up to 20, I need 70, so I decided to create my own using the Allegorithmic one as a template.

Unfortunately, when I change my input_selection variable (which is exposed) to anything above 20, it jumps to the last one (70) and ignores anything between 21 and 69.

As it is ceasing to work at 20, I am guessing I have missed something, but I have updated the identifiers, labels and conditions for the inputs and it isn't working, so I thought I should ask.

I have attached the SBS file to this post, any help is greatly appreciated.

I didn't realise before but yesterday I deleted the normal channel on a save which I use for multiple things (the material I was using didn't use a normal channel so I didn't notice).

Now, I cannot add it back.

I tried to add it to the Channels list, which it is now in, but the layers don't use it.

I went through enabling the normal channel on the layers but the only parameter is the normal base color, which obviously just gives me a blank normal map.

Is there any way to regain the channel and it's layers, or do I have to start from scratch?

Thanks for the heads up.

I have also been wondering... does setting the substances load behaviour to "Do Nothing" prevent them from being included in the build, or stop them from generating all together? so, does it stop them from being a factor in loading?

Substance Integrations - Unity - Using Exported Bitmaps
 on: August 11, 2016, 12:34:18 am 
Not sure how visible this is going to be to you guys, but I am having a slight issue with exported bitmaps.
I am exporting the bitmaps INSIDE UNITY from the SBSAR files, not in Designer, from SBSAR files that make use of Roughness/Metallic workflows (roughness maps aren't Unity's forte) and when putting the maps into a material with identical settings as that which the SBSAR generated, they look slightly different.

This is more obvious in darker scenes, but this works well.

I didn't notice this until using highly metallic materials (so...metals) and then I noticed a slight difference in the amount of light being bounced when switching from the procedural mats to static.

In this image, there are 3 variations, the procedural material generated from the SBSAR is on the left, and the "identical" materials using the exported bitmaps are on the right.

What might be causing this slight difference in lighting, and is there an easy fix?

I have corrected a slightly embarrassing bug from the initial release.
The new version is here:

Bug Report:

First of all, I apologise if this is not the place to post this.

I have noticed a lot of people have been a little confused by Substance Painters choice to use decimalised (0-1) RGB colors instead of the standard 0-255 RGB layout.

As I have just finished college I had some time kicking around and decided to do something about this.

This is where ColorConvert somes in, ColorConvert is a free, open-source tool I have released that allows users to convert hex, RGB and RGB Decimalised into the other 2, which has improved my workflow over the last week or so and thought I should share it with the rest of you.

I have hosted the first version on CodePlex, which can be found at

I will be continually updating this as and when I need to, if you do choose to give it a try, please read the info in the Help tab, it explains a bit on how to use it, and what you can and cannot do with it.

This can be used quite well in conjunction with ColorPic and will always stay topmost (on-top of other windows) as ColorPic does.

If any of you do choose to take a look, please let me know what you think.

Kyle Briggs.

I am using SD 5.4.0 and I have a substance I made a while back, opened it to do some colour corrections and the Normal Blend nodes are displaying as transparent.

I tried to create a new node and hook it up to some new Normals but the same thing, nothing.
Even tried it in a new graph, but it isn't working at all.

Have I done something to break SD or is there a bug in this version? what's going on?

I am trying to create a water droplet flow using a SD function, but the only video tutroials you have are on booleans, not setting values over time.
Is it possible (how) to control the "flow" offset (y) on a Transform 2D node over time so it smoothly animates?

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