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Messages - Falrinth

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I would also love to change default to higher resolution, cause the default one gives me kinda blurry results in 3d view and i have to change it each time i open saved project. If it could at least be saved along with the project that would be nice.

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Update: Only way i found so far is to include $time in things i want to change and export automatically into bitmaps with individual names related with particular variation, and using S.Player to export with names including frame number, and setting it to 1fps. Thats pretty "gymnastic" way of achieving such crucial and basic task...

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Yes! I am also looking for a way to include parameters in names. Is there a way to achieve that in Designer or Player yet? Its a shame to see power of designer be mitigated by it's lackluster exporting options.

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If such tools arent ready yet, perhaps at least there is a way to make exporter at least somehow get a name of the input and include it in the exported bitmaps' names, so i can manually change the input before each export but at least woudlnt have to change the name/folder for each variation?

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Hello!

Whats the best/easiest way in Designer to automatically export such variations like shown on the screen (where it should generate output bitmaps for each icon that i would prepare)?

On screen I just multiplied exapmle incons in SVG, but i will have tones of icons to generate bitmaps for, and while it would be ok-ish to do it manually once, whenever i would like to update something that would multiply the wasted hours into something really not ok.

Is the sbsrender.exe command lines only way? How would it look like for different SVG inputs? And how would it look like if i would like to control one of the middle node's (the generator i prepared) parameters? For example for icon1, parameterA=1, for icon2 parameterA=2 and so on?

Designer seems to be extremaly handy software for speeding up generation of stuff with awesome variations, but the exporting part gives me a headache. :S


Thank you in advance for any tips!

edit:
I have found a node called "multi switch" which could come handy, but for the love of internet gods i cannot find a way to make a way to export set of bitmaps for each of the variations (preferably with some name changed according to currently selected icon image). I was playing with "user_data" tag in exporter but also dont know how to use it properly, as it doesnt do anything for me, even if i set some user data names in some fields.

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WHen i create a material, then instance it across all texture sets that gives me great way to controll and adjust stuff across the board. However, one little thing like different object orientation and i already cant use it anymore, cause i cant transform rotation of projection. Or am i missing a way to do that? It would be a shame if a projection rotation would be bound to the source and not possible to adjust on instances. WOuld have to multiply very same material just to create projection rotation variants to instantiate again.

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I have created a node chain to generate semi-random shapes that i need. Shapes that changes when the global random seed is changed. Is there a way to collect them with that random seed variations somewhere? Perhaps to keep the generating nodes amount intact, so some node "explodes" the "random seed" variations into individual output nodes without the need of duplicating the "generator" itself?

Im working on a mechanism that will generate variations of 2D assets for game. I guess i will be using PBR nodes at final steps. Atm i think best aproach will be to multiply the pbr node's and their outputs by the number of variations i want to create (so i can export them all at once), but keep "random generators" as small as possible with some form of "exploding" their random outputs, each with different random seed.

I would hate to multiple the number of all "random seed generating" nodes by amount of variations i want to get just to change random seed value in each of them. There must be cleaner and smarter way to do it, yet im to green in Designer to figure it out quickly enough.

Will appreciate any help.

Thanks in advance.

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For example i would like to create cells, then i would like them to have random gradient or random greyscale. To do that i need edges between them for flood fill to work. But is there a way to get rid of those spaces/edges after i add this random gradient/greyscale to those fields? Kind of expanding each field so they are "stitched" together without any extra space/edge between them?

Thanks in advance for any tips.

Here is screenshot. I mean those black borders around the fields. IS there a way to make those randomly colored fields touch each other without the edges?

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How do i copy a customised filter from one layer to another?
For example i want to copy a bevel filter from one mask to another, and repeat that multiple times. Doing it over and over again is waste of time. I have tryied ctrl+c/ctrl+v, alt+dragging filter - nothing works.

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i might not have been clear enough with what i meant. if you set the x and y amount in your tile sampler to the resolution of your image you spawn a shape for every pixel of your image. if your mask is precise enough and accounts for your splattered object's desired size you can spawn whatever shape precisely where you want to.

Thanks for explanation how to aproach this.
The settings for mask and the effect i was getting previously were puzzling. Now with your explanation it all makes sense and works pretty well :)

With some adjustments i will be able to get exactly what i needed. Thanks!



p.s.
And now... now i will start digging into the orientation part in case i will want to have it splattered on some more crazy lines :P

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yes, substance can scatter shapes precisely on top of whatever you want, but your mask needs to be perfect for the result you want.
Hey divi, thanks for the reply.
Im not sure you are right about the quoted part tho. Becouse no matter the mask i input, the positions of the splattered shapes remain exactly the same as they are before mask is applied. Only thing that changes, is which one gets masked out (hidden). WHat im asking for is to position them on some form of paths. Paths can be calculated to go along what resembles lines on a black and white input. There is already code in Designer than could be used to help generate such paths (but thats rally not the issue, we can feed thin lines ourselves), but what is missing is the ability to guide how the shapes are positioned. Of course the more and the smaller the splattered shapes are the more precise effect we can achieve right now, but with larger scarcer shapes its a "no go", cause their center points will at most cases be off the paths we would like them to be splattered on.

If im wrong, please let me know what node influences the position of splattered shapes (insetad of influencing which are hidden/shown)

P.S.
Im not interested at this point in orientation you mentioned (if you mean the rotation of the shapes), just the position they are placed on, cause thats the thing i dont see any tools can affect. Only thing that i see as a roadblock right now, is that nothing affects the splattered shapes position other than its own settings (independent from the inputs), what we can affect is only their visibility.

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Looks like atm Designer cant splatter shapes precisely on top of white input lines/paths calculated from input white areas. It can only mask out shapes not splattered inside them (cant define their position - can only hide those that dont qualify to some degree).
Right now only way to splatter shapes on some precise proceduraly generated areas is to splatter before any warping etc takes place. While its an ok workaround, its limiting freedom of procedural creation.

Example: Make long vertical lines, warp them and play around with their shape, then add perpendicular horizontal "cuts" on those lines. Its either impossible or nobody i asked know the way. I finally did it by adding the cuts on straight vertical lines, and then warped it all together. I already can think of scenarios where this workaround woudlnt cut it (any scenario where you would like non-deformed, perfect shapes splattered precisely on some generated areas that are warped / deformed in some way.

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Hello!
This is the 2nd question unanswered by reddit that i have got recently from my learning by practise in SD, so here i am reaching the experts. I do hope my beginners questions arent out of place here. Im just starting my journey with Substance and last thing i would like is to be seen as basics questions spamming intruder on this forum. I do respect your time and i wouldnt be here if i would be succesfull in searching the answer trough google / reddit.

Ok, to the point:
I am trying to splatter some shapes - in this case horizontal short lines - across vertical long lines of the background input. What i have noticed is that the shape splatter tool can only mask away the lines that are to far away from the white spots of the "random map" input or data of the "background slope", but the position of the splattered shapes remain basically the same (a clean checker-like distribution or randomised). Is there a way to distribute the shapes more precisely attached to the white spots of the inputs (that are proceduraly generated) without doing it all by hand and ruining the procedural integrity?

I have also tryied achieving the effect by warping the vertical lines and blending with the original, but effect isnt as i have hoped - so i cant use it as workaround.

Generating the vertical long lines with the perpendicular horizontal, short "cuts" lines as the origin shapes patterns and then splattering the entire things will be next thing i will try, but i would just like to know if there is some smarter way to do it in SD.



Thanks a lot in advance for any tips.
Regards,
Mariusz

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Hello everyone!
Im a beginner in SD and recently started my practise after tones of vidoes i have watched. Im still on trial, but definitely going to subscribe after it ends cause im in love with this software. However many times i stumble upon issues i cant find a way to solve, so usually after some search, if i dont find an answer im asking on reddit.
This time however i have 2 questions unanswered there, so i have decided to ask here. Below is a little edited copy of my reddit question:

I have set a goal for myself to get familiar with most of the nodes so i can achieve almost any effect i would like with some creativity.

And today after going trough the nodes i stand defeated already. How for the love of God would you generate this famous/infamous lowpoly-triangulated pattern in SD? Is it even possible without some advanced math functions or some imported components?

Below are examples of structure im talking about. Maybe im to tired or maybe i have just scratched the possibilities SD has to offer.

I will greatly appreciate some insight of how to achieve that effect or at least how to aproach this to succeed (if its possible to generate proceduraly with current SD build or need to do it in other software). Been trying lot of nodes and generated lot of interesting effects but inability to create this particular effect wont let me rest.

Thanks in advance.
Regards,
Mariusz




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