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Messages - bluicat

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Hi Vincent,

Thank you for responding.  I can certainly use a threshold I imagine in a few places and currently the goal was to be able to change a preset color in the grout and tile without having to now spend more time in the Master Boiler Template.  I guess this is not possible since the grey values get in the way somewhere in the line of nodes.

ie...,  please see attached both images the 1st one is a darker grout with peach tile and it's as close as I can get it without losing the shape of the tile and should be ok in 3ds Max since it will not be up close. I posted image again to compare with white grout. 

The 2nd photo where the grout is supposed to be white with same color tile and is very grey and Now I have to fix it with playing around with opacity/bevel etc..., Not the end of the world for a working Tile template with lots of color options to be exported for Redshift Materials in 3ds Max. and at the same time not Ideal.
It would be better if the presets could simply look like they do in their reference and the top layer of tile could also look the way it does in it's reference and whenever I change colors I Would Not Have to Tweak the Master Boiler Template Graph to get both materials to be accurate.

Please advise if there is a way to get a sure thing when using presets in a Master Boiler Template for Tile.

I would just like to be able to swap out shapes and change colors of grout and tile without spending more time to get it looking correct in the Final Master Graph Boiler Template.

It would be good if there was a Template in the library that could harness this approach especially if you are working on Manufacture's materials.  You could create the separate materials with the preset approach and simply plug in what goes in the background and foreground final material and everything would be as it is in the preset materials with no different outputs and overlapping of evidently grey values creating conflicts in the final material.

Please note this is my 1st boiler template material and if there is a better approach where the above can be achieved without tweaking constantly in the Combined Preset Materials Boiler Template - please advise.  In addition, I do not want to use color IDs to achieve above.  The goal is to have flexibility.


Hi Luca,

I finished the (45) grout presets recently and the hardest part of getting the color presets that have rgb values from the manufacture was saving them in the preset dialogue box.  It seems that when you go to new preset the program gives you a copy of the previous one and only till you change the rgb values and check off the correct name do you have the Option To UPDATE - and hence there is your manufacture preset grout color Saved.  The other downfall I had was exporting as an .sbsar and bringing back in - that did not yield anything.  The final way that worked was to copy paste the graph and drag into my boiler template and yay it worked!

It would be nice if there were step by step example videos on how to do these sort of things for the architectural interior design community that deal with real world manufacture's products.  Setting up templates and creating materials separately to be plugged in somehow in a logical way into the boiler template not needing color ids.  Maybe a special mesh tile object, in the library where the background stays as the background and foreground as foreground and you could create your textures and colors and plug in to those areas only not needing to worry about gray values overlapping and changing requiring masking in background and foreground? The shapes would have their own plugin for the foreground or background. 

Speaking of logical points to input separate graphs:
The (1) issue now just posted as a separate question is the grout is going into the bevel of my tile, and I need to adjust opacity depending upon color of grout to get the bevel back and the grout texture back. If using gray values as a constant for height information blending into the foreground and background etc..., then how do you create a template where you do not need to adjust the opacity when the color of grout changes from light to dark?

If there is some way to go about this in a better more efficient way?

Please Advise,

Thanks again for the response and video, although I was looking for a more in depth example of how to use the multi-switch in the graph as seen in attached after watching many videos and luckily coming across ones that showed me the way!


I am in the process of creating a boiler template for tile with presets for grout in there, and whenever I change the grout to a new preset the grout goes on to the bevel of the tile.

Please advise if there is a way to get the tile finish on to the bevel of the tile and not the grout.

Please see attached:


Hi Luca,

Update-The multi-color-switch is working in the substance player with a drop down lists - thanks to a video on Youtube!

Questions are now by using the multi-switch-color, will I be able to have 43 colors switch Combining (2) multi-switch-color nodes, Or do I have to go into functions to get more number slots beyond 20?  I wish the program could simply add these when you need more numbers.  Now I am wondering, if the program will slow down a lot when I try to use this powerful feature to swap (43) singular uniform colors?

P73 laptop
windows 10
quadro 5000 rtx

Please advise,


Hi Luca,

I was wondering if it makes more sense to use the Multi Switch color instead?  I am currently looking for tutorials on how to expose these parameters on this node?  Again, I have 43 colors I simply want to expose in presets in Substance Player.

Please advise on how to go about this?  I see that the colors are limited to 20, and read on this forum that I can combine them or go into functions to get more.  I prefer to simply combine for now to get all 43 colors in Substance Player presets.

If this can work as I can see the slider does go through the colors, I would like to take this route and need steps on how to go about it?

Please advise,


Hi Luca,

Clearly something I must be doing is wrong as the colors are not changing when I bring in .sbsar file into Substance Player.

Steps are:
1. expose all of the uniform colors
2. expose the blending give it a name of the color in foreground. exposed parameter is set to blending with name in front.
3. go to presets and check create new name to match uniform colors and set the color to presets name.

Please see attached Substance Player import of materials and please advise on how to get these 43 colors switching in Substance player.  I simply have all set to copy since all I want is the foreground color to come through. I also started with a blank uniform color as I understand the blend node needs to always have (2) inputs for optimization.

Let me know if it is easier to send the .sbs file?


Hi Luca,

Because of the double outputs, I decided to do over my master ceramic material into a single 1 - since there was an issue with the grout getting glossy when the color of the grout got darker.  It was even more difficult to find where the issue exactly was.  The other reason to do this over was to follow Clearly my own graph better.
Please note that either way creating outputs direct from the material blend also produced double maps.

Material (1) is the tile shape and grout and material 2 was the texture of the tile.
The goal is to have a material blend where the shapes with the background grout are (1) material and the texture of the ceramic would be material (2) in hopes to easily switch out different manufacture's shapes and textures using a master material blend.  I wanted to avoid the color ID needed for the Multi Material blend and it seems that the Material Blend will only take (2) materials etc...,   

Thanks for taking a look!

I can send the .sbs file if easier?

Hi Luca,

Fantastic! Glad to read that so many color presets can be had in a single material.
I will proceed and will update should there be issues in this graph.
Thanks for the fast response.  Much appreciated! 



Thanks in advance for any help on this.
I am creating a master manufacture's grout material and want to have all of the (40) colors as presets for bringing in to UE4 as (1) material where colors could be swapped out during real time rendering, and I am not sure if this is doable in SD?

Please advise,



I have a material blend of (2) combined full materials, and when I go to export bitmaps I am getting both material's maps, and I only want the final combined singular output maps of the material blend. 

Please see attached and advise best way to get the final combined output maps.



Thanks in advance for any help with this.

Every time I zoom out of the graph, the text gets really large making it difficult to navigate.
I really would like the text to remain the same size, so I can clearly see all my framed connections


Hi Luca,

Thank you for fast response and pointing out there are material blend nodes.  Yes I know and as I had mentioned exactly what I wanted to do was:
1. put full ceramic material texture in foreground of shape.
2. put grout in the background of shape.

what I did not want to do is to continue blending them back and forth over each other since they were independent full materials on their own, and as it is I had already spent Time to make them separately.

I was hoping for more specific answer for this exact situation.

By the way last night I did do a whole bunch of cross over to put all (3) full materials together and kept running into the
case where the grout texture would go over the tile and or the tile texture would go over the grout somehow.

Now I am thinking this morning to simply use a tile generator or sampler to blend/mask and plug in all 3 together and let go of their own outputs, since this is not working out to well.  I am crossing and connecting all over the place losing track on backtracking nodes.  It would be great if someone could do a video on how to take Full Materials and simply plug in where ever you need to without having to revisit and do more blending - unless you want to of course.

Thankfully, Alchemist was able to make the material look almost good.




Thanks in advance on best approach to combine (3) full materials into one.
Materials are:

1. Ceramic Tile Texture Only: to go in the foreground of the tile shape.
2. Is the shape of the tile: has foreground and background temporary colors. 
3. Is the grout: to go in the background of tile shape.

The goal is to build a library of separate full materials that consist of shapes, textures and backgrounds then combining them into one material.


Hello Luca,

Thank you for that clarification.  I also noticed if I reset to common parameters in the material editor the cube shows up also.

Now that there are a few workarounds for the invisible cube in the Alchemist template, is this the recommended workflow for importing .sbsars from SD into Alchemist?

Do the other templates in SD not work well when publishing .sbsars to be brought into Alchemist?

Please advise,



I have (2) sbsar materials and I want to put the sbsar grout in the grout of the .sbsar ceramic tile material.
Can Alchemist combine logically both .sbsar materials?

Thanks for any insight into this capability or not?

Please see attached.

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