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Messages - Nicolas Wirrmann

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1
Hi,

The tri planar works with the baked position map, so the result is directly linked to how this position map is computed.
By default the position map is normalized according to your mesh bounding box. That's why the "scale" of the projection will change depending on your object size.

There is no way to bake the position map with "absolute" values at the moment. The only workaround I can think of at is to add eight vertices (like a box, but without the triangles/faces) on all of your meshes at the same location so that the resulting bounding box will be the same for all meshes (not 100% sure it'll work, but in theory it should).

2
Hi,

if you have no idea what PBR is, I'd suggest you read this guide:
https://academy.substance3d.com/courses/the-pbr-guide-part-1

3
Substance DesignerSubstance Designer - Discussions - Re: Dete Basic Graph?
 on: January 05, 2021, 11:41:11 am 
By default (when nothing is connected to it) the Blend node is of type "Color" (yellow pins/links). So when you plug it to a grayscale node (gray pins/links) an intermediary node might be created (the Grayscale conversion node).

Just plug a grayscale node (a noise for instance) to the Blend middle input to make it grayscale and remove the Grayscale conversion nodes by selecting them and using the backspace key.

4
Hi,

Unfortunately the sampling filtering is not exposed on the Warp nodes, we'll see if we can do that..

The only solution for now is to recreate the warp node using a Pixel Processor. Here it is.

5
I realize I never answered.. so I tried with this name scheme: surfaceShader11_Rolling_Teapot_Grp2Shape_1001.exr and it works on my side.

What are your file names @Dimension Studio ? and how do you actually load the bitmap sequence in SD ?

@AdmundTam if you haven't already, you should create a thread in the Painter section of the forum.

6
Hi,

No, this is not possible. You'll have to "bake" manually the node result and reimport it into your graph.

7
What was the previous version and what was the exact path of ypur resources?

Here is the documentation link regarding the Shelf and resources management: https://docs.substance3d.com/spdoc/adding-content-on-the-hard-drive-151584815.html

8
Hi,

Where did you store this content?

9
Substance DesignerSubstance Designer - Discussions - Re: Tiling bitmaps
 on: November 30, 2020, 11:46:21 am 
Hi

Your question is not clear..
Substance Designer treats all nodes as 2D images, these images can be the result of a procedural noise or a bitmap, it does not matter. In the end SD is just processing 2D images.

10
Substance DesignerSubstance Designer - Discussions - Re: Help with baking
 on: November 26, 2020, 07:17:09 pm 
Hi,

Can you send me the two meshes? (in pm if you don't want to share them publicly).

11
it'll require some work but it's not impossible.

Another solution is to use the "Atlas Scatter", put all your shapes in a single image and make a binary mask of it, the node will pick them all.

12
It's not planned to "fix" this in the future as there is really a technical limitation behind.

That's the main reason why we built the "Shape Splatter" node (basically an Fxmap like node based on a Pixel Processor node), have you taken a look ?

13
As I suspected, the problem comes from the rendering order. It's visible in your example because the blending mode is set to "alpha blend" (there is no Max is color mode, it actually falls back to Alpha blend).

The Pattern color is actually correct but because the patterns are not rendered in the correct order (ie the same as the luminance) the final result looks wrong. In short pattern are rendered by batch (all patterns #1, then all patterns #2..etc). It's unfortunately a technical limitation at the moment (I'm not sure sure if we could change this though..)

If you were rendering the node in grayscale using the Max mode the problem would not be visible.

14
I may guess what is happening (there is a limitation in the Fxmap node) but I have to check, would you mind sharing your graph ?

15
Hi,

In order to generate a random value for all pixels in the pixel processor, you have to do it outside of the node: any random function inside the pixel processor will generate a different random value per pixel.

There are multiple ways of doing it, in my case I used a value processor to generate this random value and get this value in the pixel processor.

Also you don't need to generate an integer value, since we sample with "nearest" filtering we'll get the exact pixel color.

sbs is attached


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