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Topics - Tok Tok

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Content - Substance Source - Lost my material points
 on: February 25, 2021, 01:54:59 pm 

I used to have an annual license for Substance designer and with that I got over 300 material points. Now that my license is gone and I got a perpetual license, all of my points from Substance source are gone! I would like to get those points back because I paid for those points and I still want to use them. Can somebody help me with getting those back?


- Joep


I'm using the Multi Color Equalizer node to equalize the color of my texture scans. Unfortunately it does not work as expected because the color of the jeans are being averaged to the color outside of the mask, in this case brown. So why SD do this? Why doesn't it take only the colors inside the mask and make an average of those?   ???

Please help  ;D

Oke this is a really simple question but I can't find it anywhere..

I want to mask out a part of the scans I made in the Multicolour equalizer and I've made a black and white image in photoshop but the node doesn't take the image as an input. The line is dotted red.

What kind of input does this node require?



I'm having this problem for a while now and I can't seem to think of a fix. Although I try to scan them as straight as I can the textures aren't always perfectly straight so I have to correct them in SD with the "smart auto tile" tool. Unfortunately this tool can only do so much and I would to correct them manually with a tool similar to the Photoshop warp or liquify tool. I don't think this node is currently in SD but maybe you guys know another solution to this problem?

I just want to nudge the pattern a little bit up and down to get it to fit properly. It's a small thing but can't find a way to do it in SD.



I have a few projects where I moved the textures into different folder and so SD can't find them. When I right click on the texture file there is no option to re-link the missing files. How can I do this?




Before I build my material scanner I used Pixplant create my textures and, moreover, get textures to tile well. This worked pretty well but it does not work with my scanned textures as you cannot generate the diffuse, normal and height at the same time. So I'm wondering if there is a similar feature in Substance Designer?

The problem I'm having now, is that when I scan a piece of fabric it tiles very well but when I zoom out you still see a pattern. The obvious solution is of course that I scan bigger pieces of fabric but the problem with that is that I lose detail and I only have samples that are 10x20cm big. Another solution is that I scan/process different parts of that piece, say the front and backside and use SD to stitch different parts together, so creating different seeds that can generate a big texture randomly. Is this possible in SD??



I'm currently scanning material with my new material scanner and process the photo's I make through Lightroom for white balancing and color correction. After that, I save the images as TIFFs in 16bit format te preserve a lot of light information. But these files are big and also take a lot of time to open and process in Substance Designer, so my question is, does Substance Designer need 16bit images to process the multi-angle images correctly? Or can I also save PNG's or even JPEG's from Lightroom and have the same quality? In the end, I just save jpegs from SD.

Substance DesignerSubstance Designer - Showcase - Material scanner finished
 on: March 02, 2019, 01:53:33 pm 
So I just finished my material scanner I build to scan in fabrics (and other stuff, but mostly fabrics), and the results are amazing. I'm very happy with the detail that can be achieved with this method! This is rendered in a very simple scene with only an HDRI to quickly see the results. Take a look:

The next step would be to add hairs to make it even more realistic.


I'm not sure if I put this in the right section but there wasn't a section for scanning materials.

I'm currently building my own material scanner and to do this I'm following the blog of Dave Riganelli and Allegorithmic, but I see two big differences between the two. Dave Riganelli is using hard lights to light the material and on the Allegorithmic blog they say you need a big soft light for the best result. So before I start building my scanner I would like to know the difference between the two options and which one is best.

Does anybody have experience with this?

 8) J

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