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Messages - Esger van der Post

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After adding new outputs, right click the background of your graph and select "view outputs in 3d view" for them to show up in the 3d view.

Make sure to also expose the offset parameter.
Both the matrix and offset are used by the 2d view widget

You can see everything on substance source without even logging in.
As you can see, there are just materials, so I don't think you miss out on much if you're not interested in them.

It can be interesting to look at the graphs for some of them for learning purposes. But a tutorial series works much better for this in my opinion, since a graph on its own can be difficult to decipher. For instance, you can't really tell why an artist did certain things just by staring at the graph.

I would suggest using the fx-map for this, as it can move shapes around without deforming them.

Existing warp nodes work on a per-pixel basis, which will always result in apparent stretching or pinching of the image, depending on the curvature of the warp map.

This has to do with the "roughness" parameter on the fx-map node itself.
It lowers opacity based on how many quadrants are chained together.
This can occasionally be useful when building noises, but in general you can set this to 0 to get the expected blending behavior.

No worries, the forum doesn't exactly get a lot of traffic anymore.
There is a discord as well by the way, which moves along a bit quicker.

And yeah, it's possible they use something different, but I'm glad it's working for you.

Can you point out where the problem is?
Iray and viewport seem to contain the same normal info as far as I can tell.

Honestly, designer isn't set up very well to deal with scaling.
You have to manually set up functions to deal with this.
Generally speaking though, materials don't need to be very scalable. When you need a material at a different scale, you approach it differently. some details become more important, others less. When a material contains many tiles, it gives you more room for variation without causing obvious tiling as quickly, for instance.

If you do want to set up something scalable though:
Luckily, most noises scale linearly, so their scale can just be multiplied by a global "scale" variable.
Most filters also scale linearly, but you have to divide by this scale parameter instead.

If a filter has 2 inputs that are both scaled (a warp with 2 noise inputs for instance), its intensity has to compensate for both of those inputs. So, divide its intensity by scale^2 instead.

Just blend it over a uniform color with a blend node, if I understand you correctly.
You could also use a distance node, to repeat the edge pixels of the leave, which may be better in some cases.

Are you using the normal to height node to generate your height?
If so, I don't believe it gives true-to-life results, so height ratio's within the resulting heightmap won't necessarily be true to the real thing.

I haven't used mixer or know it's internal workings, but from the image I'm guessing they used a highpass.

In substance designer, use the highpass node to separate detail from the image.
Than to apply this detail to a flat color, use a blend node set to "add sub" with an opacity of 0.5.

Setting the highpass to an intensity of 128 should make it include all detail. Setting it to a much lower value (like 2 for instance) should isolate only fine details.

Export the uv's of the mesh to create a mask.

If you use the tile sampler node to place the rings, you can use the mask map input the fully remove rings that aren't within the mask bounds.

Yes this will certainly be possible.

Yes, this can be done with the "tile sampler color" node, using the "color map input".
You have to enable the color map input by turning up the "color parametrization mutliplier" in the parameters of the tile sampler (in the 'Color' tab).

With default settings, all I have to do is turn "conform to background" up to 1 to get the desired result, as you can see here:

In your screenshot you also have "height offset" turned up. This will lift the shape up above the surface, creating the ugly cutoff. Perhaps this was also previously the problem. Turning it up above 0 is rarely useful honestly.
Turning off the "height scale auto adjust" probably just makes this offset much smaller, making it less noticeable.

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