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Messages - Esger van der Post

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Make sure all nodes leading up to your normal and AO are set to 16 bit.
The L8 and L16 under grayscale nodes indicates bitdepth at a glance to make it easier to find the first node(s) which may cause the issue.

Try turning up "conform to background" and "smooth conformed background" in the "Height" tab of the shape splatter parameters.

Also I think your background height may have too contrasty small details (small but high spikes and valleys basically) which can cause some shapes to be lifted to to the top of a spike which lifts it higher than you may want. The conform to background should help with this though.

The warp node has a tendency to create noise, depending on it's inputs.
Noise in your heightmap becomes much more visible in the normal and ao.
The vector warp and vector morph are good alternatives with cleaner results.

Tricky one, but I've given it a crack.

The .sbs contains a bit of explanation how I got there (though not very in-depth) and a smallest tiling section of 4.5 by 8 bricks (where the .5 is just the small brick)
It's probably not super clear, so if you have some questions, don't be afraid to ask.

It helps to use a mesh with a higher poly count to start with.
Try "Plane(Hi-res)" for instance.

There is an option for this for comments but not for frame titles sadly.
For larger graphs like this I've gotten used to just put the title in the body of the frame instead of in the title itself.

I took a look and have a few tips:
- You may already know this, but if not: you can enable the 'display timing' option to see how long each individual node took to compute. There will be some variation in timing each time a node is updated, but it gives a ballpark estimate of performance.

- The "shape splatter" node is somewhat performance heavy. Try not to use it too much. Sometimes a 'tile generator' and a blend node can give comparable but faster results. Also, 1 shape splatter with 6 inputs is faster than 2 shape splatters with 3 inputs.
- Most "grunge map" nodes are quite performance heavy. Try re-using the same grunge map node or use cheaper alternatives (most of the other noise nodes are quite fast)
-- The 'Twig' node also contains a few grunge maps. Each time a twig node is used, all of these grunges are generated again.

- The difference in performance between 8-bit and 16-bit isn't that big. I actually recommend keeping most, if not all parts of your heightmap in 16-bit to prevent banding and pixilation issues.
- Lowering resolution for some nodes is a very good way of improving performance. I noticed you're already doing this, so that's good.

All in all I honestly don't think the performance of this material is particularly terrible btw. A material with many elements like twigs, rocks, puddles etc. will always be a bit slower than a generic brick material for instance.

There are a couple of parameters that can't be controlled as sbsar.
I think the channel shuffle parameters are among them.

You can read about other exceptions if you scroll down in 'limitations' on this page:
Surprisingly, the channel shuffle isn't mentioned here, but I do believe it is a similar limitation.

A workaround is to have multiple versions of the same node, each with a different combination of selected parameters, which you can switch between with switch nodes.

Depends on how much texture space there is for the bottlecap and how big the ridges are.
2 pixels of width per ridge seems like a bare minimum. You probably want a bit more than that though.

Substance DesignerSubstance Designer - Discussions - Re: Exposing Variable
 on: March 20, 2021, 04:54:25 pm 
There are a couple of parameters that can't be controlled outside of substance designer.
Tiling mode is one of these.
You can read more about this, and other exceptions if you scroll down to 'limitations' on this page:

A workaround is to have multiple versions of the same node, each with a different Tiling mode, which you can switch between with switch nodes.

So can't you just change the sliders from one state to the other to create this morphing between image 1 and image 2?

I think most people just set something up in SD for themselves or just cut up the images in photoshop (or make an action to automate this in ps). It's not the most complex task and this gives you whatever creative control you want to have.

That said, there are some free tools available. For instance, Jonal Olesen has a tool for SD and for toolbag for this:

Did you export uv's with your model?

When a normal map image is rotated, the direction of its normals is not correct anymore. The 'is normal map' option corrects this.

If you want the splattered grass blades to be rotated according to the normals of the rocks, you can do this in the original 'shape splatter' node. It has a 'vector map' input for this purpose.

The levels node clamps by default, but there is a button to disable this.

First open the 'values' tab.

And select 'passthru'

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