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Messages - Esger van der Post

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What kind of images do you want to morph between?
Performing this type of operation without ugly in-between stages is really very complex. morphing between 2 images with very specific, meaningful details, like morphing between 2 people's faces (with good looking in-between stages) is not doable in substance designer. (this has only somewhat recently been done using advanced deep-learning algorithms)
But morphing between 2 visually similar noises for instance may be more approachable.

Hexagons are inherently difficult to tile on square textures because the ratio between the height and width of a hexagon is about 1:1.155.
So, the number of tiles in your tile generator should approximate this ratio as close as possible to minimize stretching.

6 by 5 tiles works reasonably well. (ratio= 1:1.2)
8 by 7 works really well (ratio~ 1:1.143)

Anything smaller will just visibly stretch.

Substance DesignerSubstance Designer - Discussions - Re: AO too sharp
 on: March 03, 2021, 02:59:01 am 
These are expected results honestly. The sharp edges appear because there are some parts of your heightmap that are steeper than you may realize.

Results of the AO node are really quite accurate. I have tested this before and they are almost identical to performing an AO bake on geometry that matches the same heightmap.
Perhaps the edges look odd on just the texture, but on your material it will look correct.

Here is a similar example where you can see the sharp edges in the aomap and results in the 3d view are as expected:

I would first combine the 4 rotated shapes into 1 piece so you can then tile that more easily with the tile generator.
Something like this.

If you put that group of 4 into a tile generator and set the offset to 0.5 and play with the scale I think you should be able to tile it.

UE4 uses the ACES tonemapper, which has somewhat recently been added to SD in a tab under the 3d view.

Looks like your model has some inverted normals.

You can enable backface culling in blender to see this here as well. (a checkbox in the 'shading' tab at the top of the 3d view)
In blender, select all faces of the model and hit shift+n to make normals consistent.
If this doesnt work, select individual faulty faces and use alt+n to flip their normals.

Hi Luca,

That's indeed a bit of a frustrating limitation, and makes input values and value processors a bit less useful, considering that switches are a fairly core part of managing node networks and value processors should be as well I think. (or alternatively some different way to feed a sampled value to a switch)

That said, thank you for the clear explanation as always.
Automating my sample count may not be 100% necessary so I think I'll figure out some different approach :)

Im currently working on a filter which uses a number of iterations. More iterations increases rendering time as you would expect. So I have a switch set up to select a number of iterations. However, the selection is calculated by a value processor which sets the selection of a multi-switch.

I noticed that performance is always worst-case, as if all iterations are rendered no matter what selection is set by the input value.

I set up a simplified example to demonstrate the issue.

(direct gif link, in case it wont load

As you can see, I have the exact same graph except the multi-switch is exposed through a value input on the 'bad' version, and gives always worst-case performance.

I attached the example graphs below.

This is expected behavior for sharp edges.
Try the rounded cube/cylinder or custom geo with rounded edges for better results.

It's under 'edit', next to 'file' in the top left of the screen.

You can also use the 'shape splatter' node for you height and follow it up with a 'shape splatter blend color' to accurately color the individual shapes.

Thanks for the update. I'm glad it's done the job :)

No worries, I would have felt bad letting you struggle with this spiderweb of a node as your first contact with the fx-map :p
I hope it works out for you, let me know if you have any issues with it.

I decided to set it up for you.
I've added a rotation and rotation(vector) option to the color parameterization options.

For once this isn't actually caused by bit depth, but by the node itself.
The way the trails are created is kind of by copy-pasting pixels a number of times in a row. Since your intensity is quite high, there aren't enough of these copies and gaps appear between them.

There isn't a perfect solution to this, other than modifying the node, but you can try setting the intensity lower and just put the same node a couple times in a row to get a cleaner result. This won't necessarily have the exact same result though. Some settings like a strong angle input multiplier and any amount of trail fade will cause some issues.

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