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Topics - msperling

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Hi there,

I 've developed a habit to work with 512x512 graph resolution to get results fast.
What I regularly find difficult though is to scale the resolution up to 2k x 2k when I'm nearly done with the graph.
Usually the results look a lot different (especially with small scale features like pebbles, cracks and pores) with the new resolution.
How do you go about breaking this resolution dependency? Slope blur, noises, warps... they all act differently on different resolutions and need their attributes adjusted to accomodate for when there are more (or less) pixels.
Any advice? Do you create custom nodes that scale attributes based on the output resolution? Or do you simply not use the lower resolutions to develop your graph?


I've already submitted a bug report regarding this issue from within Substance Designer. Since the submit button behaves strange I do not know if it ever reached you.
So here it is as a forums post and illustrated by this gif:

As you can see the Safe Transform node does not correctly tile the image when it went through a Transform2D node before that was set to Absolute: No Tiling.


I am used to zoom into a 3d scene or a 2d graph by pushing the camera away from the focus point. This means moving the mouse cursor upwards during the click pushes me out. Moving the cursor downwards during the click pulls me in.
However I am also used to zoom into a scene when scrolling the wheel away from me. To zoom out I usually scroll the wheel towards me.
While this sounds somewhat counterintuitive it is the way my finger muscles were trained by countless applications.
In Substance Designer however the scroll wheel works exactly as the button push/pull. Inverting the default zoom methods inverts both buttons and wheel.
Can you provide a flag to separate the inversion from button and wheel zooms?
Or is there a way I could do that myself? Ini file, registry entry or whatever?

Thx :)


I'm getting somewhat unexpected results from a distance node that is fed with warped random tiles.
Everything works fine as long as I utilize the random tiles directly. The setup is taken from Wes' procedural rocky ground tutorial and modified.

So I wanted to check my options to upgrade but sadly there's only one way to pay you - via credit card.
Will you add other payment options in the near future? Like PayPal?

Hi there,

me and my colleague are experiencing some serious issues with the current release.
He is running the standalone version from this website while I have tested the same on my personal Steam version.
Preview icons for the following shelf items won't work/show up:
- Procedurals
- Generators
- Textures
- Filters
- Environments (one out of all works)
- Shaders (one out of all works)
- Particles (one out of all works)
- Brushes
- Particles (for Brushes)
- Tools
- Materials (partly - some showing, most not)
- Smart Materials

Trying to close the program via X-button (top right corner) does nothing.

sorry, didn't see that there was already a thread linked to the same issue - for anyone else here it is


I had a bug several times now where changing (reloading) the color id map did not propagate into masks where the color selection mask had been used to drive some effects on fill layers.
Only after clicking on the actual id map (that button) and reselecting the now modified version within that mask effect I was able to refresh the layer stack.
Let me know if you need a *.gif if my description sounds somewhat weird.

is there a way to flag a normal map as OpenGL so the shader inverts the green channel?
I bake my maps with Maya (for Unity). SD seems to rely on DirectX maps for the viewport shaders, though.

What I mean is a flag on the ressource though. Not inside a substance graph. This would also be ideal for the baker. You would only have to set this value once on the ressource and the baker could check that flag.

Hey there,

with the default parameters setup like this $(mesh)_$(bakername) I can not differentiate between submeshes.
Is there a parameter that I can add e.g. $(submesh) or $(child) that creates map names that reflect indidivual child meshes?

Hey folks,

while working with Substance Painter it would be really useful to indent layers that reside within a certain folder.
Also some colorization of the folder and its children would be nice to quickly identify the structure of your shading layers.

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