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Messages - Celine Dameron

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the shape you use for your pattern has a sharp outline so when adding rotation, you get aliasing.
You have two solutions for this :
- you change the input for a shape node in which you recreate your rectangle and then you blur it using a blur HQ at a very low intensity
- you use a blur HQ after your tile sampler and then a histogram scan to get back a sharper outline

I downloaded your graph and added some tips to it, I will send you the file by private message.

Thanks !


Thanks for those details.
I restested this time modifying only the level max parameter and it seems the blur node is involved here too.
I tested several things and fractal sum base uses the atomic blur node a lot so that's normal you get those lines when pluggin it into a normal node.
Now it depends on your need but a blur HQ with a low intensity is a nice way to avoid this effect !


I think I found why you get such result. You played with the roughness parameter in the fractal node, right ?
This effect uses a blur node which tends to generate this sort of artifacts.
If you really need to blur the fractal, If think I wouldn't touch the roughness parameter and use a blur HQ node just after the fractal sum base node instead.
This is what I did here and the normal seems to be better using a blur HQ

Hi !

First, exposing the color of a uniform color by simply use the expose option should work.
What you see in other artist's graph is not very different from what you have, the difference is in how the alpha channel is controled.
As you probably noticed, in a uniform color node you can control 4 values : Red, Green, Blue and Alpha (RGBA).

When you expose the color, then double click on the background of the graph to go into its properties, the input parameter created is a float 4 to control 4 components : Red, Green, Blue and Alpha.

Most of the time, you don't want to allow changes on the alpha value because it can break your material. The solution is to change the default float 4 for a float 3. This way, users only access to Red, Green and Blue and the alpha has a constant default value set in the function.
I made a gif to show you how to do this. 
- You first start by exposing your color as usual
- then you go into graph properties and modify the type of the parameter for a float 3 instead a float 4
- then you change the type of widget for color (RGB) in order to see Red, Green, Blue sliders (but no Alpha anymore)
- at this stage, you can modify the value but your node in your graph will remains black because you control Red, Green and Blue but the alpha has no value anymore. You have to rebuilt a float 4 !

- go into the function of the output color, create a get float 3 in order to get the parameter you just modified
- create a float (it will represents your alpha) and set it to 1 (or any other value you want of course, it depends on your need)
- create a vector float 4 (it will represent R,G,B,A), right click on it and choose "set as output node" (this how you tell Designer : use this node as the result of the function)
- plug your get float 3 in the first input (which represents R,G & B)
- plug the float node into the second output
Here it is ! you just rebuilt the float 4 using a float 3 !

But as I said at the begining, it shouldn't change anything in Blender. So you can try what I explained above but feel free to send me your project if you still have the same problem. I can make some tests on my side ! :) 

Yes, once you start to know how to use Designer, it's difficult to go back !  ;D 

There is basic knowledge required to start using Designer and tutorials are perfect for this.

Have fun with Designer !


For the thumbnails to be computed, you should plug your nodes into outputs. This is what trigger thumbnail computation (you can also double click on each nodes).
Create a new template PBR to automatically have output nodes in your graph or you can create yours by hitting space and searching "output" (in this case, you will have to define usages of each outputs created)

Hey RustyAce,

I took a look to your problem and I found why you get this.
It seems the amount of bitmaps used in your project is too big to be handled by Player.
I sent you a private message with some ideas to solve this problem.

Thanks !

Hi all,

I post the result of the investigation for all of you :
Emma An O sent me the file, I could reproduce the crash easily and based on the crash report generated, I could deduce it was due to an infinite loop. This happens when instantiating a graph in itself.
Designer automatically prevents to instantiate a graph into itself but indirectly it can be possible and this is how the problem is generated.
In this case, the only way to fix this is to delete the dependency in the file by editing the .xml.
Since it can corrupt the file if you delete the wrong part, please create a backup of the file before trying this. And if you have any doubt, don't hesitate to contact us !

Thanks !

Hey !
I sent you a private message. I need more info about your problem.

Thanks !

ok, can you tell me on which OS you are because I don't have this info in your log file and we know there is a problem with publish on Mac.
So if you're on Mac, you probably have the same problem as the other users and that's why I can't reproduce on my Windows.
If it's the case, the problem is already reported and we are working on a fix !

Thanks !

Hi Psyon !

I downloaded and published it.
According to your log file it seems there is an issue with a parameter named color_sharpen. Did you modified the sbs file ?
If yes, we will need your modified file to investigate :)

Thanks !


Thanks for this video !
I created a ticket for this problem, we will do our best to fix this in the next release.


This is not a bug, the 3D view just saved the parameters you set for tesselation during your previous session.
To "fix" this you just have to go into Material -> Edit, here set the scale for height parameter to 0.


You're welcome !

It was a good question because depending on how you build your graph, you may need this for several nodes.
I think it will be useful for other users :)


There is no "easy" way to do this because there are differences between parameters available in grayscale version and the color one.
But you can use this workaround :
- double click on your nice tile sampler in order to display its parameters 
- on the right of the title Instance Parameters, you have an option called : manage substance preset file
- click on it and choose 'Save preset file'
- now double click on your tile sampler color and do the same thing but this time choose 'Load preset file'
Your tile sampler color will have the same values as the grayscale one except for parameters unavailable in grayscale mode.

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