Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - fishapotamous

Pages: [1] 2
Substance DesignerSubstance Designer - Discussions - Posterize
 on: May 13, 2015, 02:03:57 am 
Hey everyone,

  I was wondering if anyone knows of how to set up a Posterize node, or has a link to one.


Substance DesignerSubstance Designer - Technical Support - Transparency
 on: December 06, 2014, 04:44:19 pm 
Hello,  I'm trying to make a PBR (Mettalic / Roughness) be transparent.  I tried using an RBG-A with the transparency into the Base color, but that didn't work.  Does anyone know how to do that?


Substance Integrations - Unity - Re: Skyshop and Unity
 on: July 24, 2014, 06:36:28 pm 
Thanks Wes,

  Lowering the diffuse color helped, and thanks for teaching me that RGB-A merge node.  If you don't use Skyshop, how else do you handle PBR in Unity?  Have you heard if Unity 5 will use the Metallic and Roughness nodes for their PBR?


Substance Integrations - Unity - Skyshop and Unity
 on: July 22, 2014, 05:11:05 pm 

  I'm trying to get PBR into Unity 4 with Skyshop.  I'm not sure what I'm doing wrong since it looks dramatically different inside Unity and inside SD.  Could someone please halp!

Here's the differences.

Here's what the Substance Output looks like

Here's the Settings in Unity

And here's the substance

Substance PainterSubstance Painter - Discussions - Re: Exporting Masks
 on: July 19, 2014, 01:27:25 pm 
I see, thanks Jeremie

Substance DesignerSubstance Designer - Discussions - Normal Map
 on: July 19, 2014, 01:14:06 am 

  I've created a substance for some stylized vertical walls that has some copper, paint, and dirt on it.  When I started to merge my materials, I had the normals blend with the material blend, however, it produced a weird effect with transparencies. To make it work, I ran the normal map I generated earlier in the pipeline to the final normal for the output.
  Is that what I'm supposed to do, or did I miss a step in combining the materials?

  I attached the weird normals and the substance I'm working on.


Substance PainterSubstance Painter - Discussions - Exporting Masks
 on: July 19, 2014, 12:47:08 am 

  I've created a substance painter document that mirrors a substance designer file I've created (same effects, materials, textures).  What I like about painter, is the masks I can make with the particles (in my case it's rain dragging dirt down a canyon wall).  Is there a way to export my mask so I can mirror that effect in substance designer?


Substance DesignerSubstance Designer - Discussions - Re: Filter Examples?
 on: July 18, 2014, 11:52:09 pm 
Thanks again Wes!

Got it!  Thanks Wes!

Substance PainterSubstance Painter - Discussions - Re: Thank you!
 on: July 18, 2014, 09:42:04 pm 
I second the thanks on this!

Not sure if I'm still missing it.  Man, if it's right in front of my face, I'm sorry, but I still don't see it.

Substance DesignerSubstance Designer - Discussions - Filter Examples?
 on: July 18, 2014, 09:21:53 pm 
I was wondering if there's a way to look under the hood of the edge wear effects so I can get ideas on what I kind of effects I can create and how they're structured.


This would be great for both painter and designer!

where are the PBR textures?  I don't see them in my downloads section.

Those look great!  Any suggestions or references that helped get you to that point?

Pages: [1] 2