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Messages - Govind Krishna

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You have two colors that are being controlled by the same exposed parameters

Yes, correct - that's what I want. And this I achieved.

but you want to have the luminance set by you in the images, and uneditable?

Correct again, I want to set luminance value of colour Y by me and not by the end user. For the colour X, I am giving total control to the end user.

The way I'm picturing this is that the finished graph would have two options, Hue and Saturation, and you set this, and the output is two colors, both similar, but one brighter than the other. Is this right?

Yes the output will have two colours, both similar in RGB - but their luminance should be different value. Like you mentioned one can be bright or dark - depends on what the user selects, the other one always stays dark no matter what the user does, the only thing they can change is the RGB value.

Hey guys,

    Another node question I am not able to figure out.

So I have two colour nodes - X & Y, and what I am trying to do is control both X's & Y's RGB value along with their hue & saturation through one exposed control.

However what I want is the luminance value of Y to be independent from X.

I did watch tutorial on doing this with functions, but it was some other instance. Here I am unsure how to get the HSL or HSV avlue to control stuff.

Can someone please guide me?

Thanks & regards

Thanks for the reply Vincent, that makes a lot more sense to the workflow.

Hey all,

       I have gone though the performance optimization guidelines in the docs and I am trying to follow it wherever & whenever I can.

A questions about linking and importing bitmaps, it does make sense to have the materials linked to be optimized. But what if I share my .sbsar file with someone else who doesn't have these maps on their system?

So, while working we keep everything linked and import when the file is ready to be exported and send off to someone else, is that the best way?
It would be great to convert the linked images into an imported resource without leaving Designer, I did not find a way to do it - if there is a way to do so, would some one please guide me that way.



Wow...I feel like such a noob right now.

Thanks guys, this is a great help.

Hey Substance Designer gurus out there, can someone please help me with tips on how to create a star shape with Designer, I tried and tried with a tile generator to no avail. I did however created some interesting shapes when tried for a star, which was really awesome, endless possibilities seems like.
My Designer knowledge is very elementary and I am quite new to it, the more I dig the more I fall in love with Designer.

Thanks a lot


Substance PainterSubstance Painter - Discussions - Re: Saving a file
 on: March 10, 2016, 10:04:40 am 
Oh that's awesome - thanks Jeremie

Substance PainterSubstance Painter - Discussions - Saving a file
 on: March 02, 2016, 03:02:50 pm 
I am not sure if this has been mentioned before, however Painter doesn't save the file until it finishes the material loading on shelf. I have few extra materials from Substance Share and in this instance I am working with this organic model with 6 parts and I am trying to save but Painter wont do a thing until all this materials are done loading on the shelf, which sometimes takes a long time depending on the size of course.

So I have to wait for it to save and twice I had a crash, and lost everything I worked on because Painter did not save the file.

Also I have to mention that the materials are being loaded through junction folder and I have not pasted them directly in my Documents\Substance Painter\shelf\materials

Is that why this slow loading is happening? Painter is on a SSD and all these materials are on a standard 3.5inch drive.
If this is not recommend I will change it.

Please advice

Thank you

Substance DesignerSubstance Designer - Discussions - Re: UV seam workflow
 on: February 01, 2016, 08:38:17 pm 

1. Minimize the UV seams and place them in areas that are hidden or not easily seen. In the attached image, I merged to two shells of each asset into a single shell. This removes the seam on one side. In this case, you might be able to have the continues edge face front and the seam is actually now running in the back, which may never been seen or can be placed in front of another asset.

This also is better for performance. For discontinuous UVs, the GPU needs to split the vertex and this increased the vertex count of the asset. By keeping the seams minimized, you reduce vertex count and visible seams in the texture.

2. Use Triplanar. If the substance is used in real-time, I would use the triplanar to "pre-process" the maps and than save the image and reimport it as a resource. You can then use the triplanar fixed texture and remove the 2 baked maps and the node. This can be troublesome for many assets, but its a definite way to fix projections and keep an optimized graph.

3. If you have Substance Painter, you can triplanar project noises and layers without having to bake maps. You could do a portion of the texturing in Painter and export maps that are used in SD to create the final substance with user driven parameters.

Thank you so much Wes, these are some really awesome tips. I was a aware that UV'ing like this would end me up in tangles with Designer but I wanted to see if there was indeed a workflow with UV shells laid out like I did. Now it's very clear as to what has out be done.

The point#2 is really brilliant idea, thanks a lot for that.

Any future plans for releasing 3D noise/pattern nodes? Well, even with that I guess it will be expensive for real time.


Substance DesignerSubstance Designer - Discussions - Re: UV seam workflow
 on: January 31, 2016, 01:50:14 pm 
I have been at it from quite sometime now, while I wait for a workflow advice from Allegorithmic or other users.

So I tried following what the documentation said in padding section of Painter "You can achieve the same effect manually in Substance Designer via the Distance node."

Not sure whether I have to keep adding distance not for all procedural node.

The second solution - which kind of solved my issue was "tri-planar node" which is expensive as I have to keep generating worldspace normal and position for every piece that has a shell or something simple like a barrel with a seam running vertically.

I was looking for an efficient solution to texturing simple asset with designer.

Not an expert here but what if you work at 2K and use something like Marmoset or Unreal to render at 4K for final?
Substances can dynamically scale up and down right? Another guess for your crash and lags might be because of the model's poly count. It seems a bit too high for what Designer might be able to handle. Along with the polycount and all that calculations for texturing might be chocking it. After all it's a texture creation app for games.
I was planning to get a Titan X and now you are saying the VRAM isn't enough - that's a bummer!!

Also out of topic question, as I am running facing an issues - I am so very curious about how did you deal with multiple shells and yet get no seams? Even if you are using one shell for one section, how did you manage seams for procedurals?

Substance DesignerSubstance Designer - Discussions - Re: UV seam workflow
 on: January 30, 2016, 07:41:03 pm 
The seams should not be visible if we use edge padding or edge bleeding. However I want to know how you do that. Do we a mask for all the nodes we create (that would be insane) or do we have a universal way of doing it in SD 5.

Anyway I am continuing to learn Designer while I wait for workflow solutions

Substance DesignerSubstance Designer - Discussions - Re: UV seam workflow
 on: January 30, 2016, 06:39:06 pm 
Yeah, I am waiting to see what the pro-users have to say about this and how they deal with UV shells. I understand that Designer is a texture creation app and very different from a traditional texturing app. However still I am sure there has to be a way.
Or do we follow the traditional UV method of having everything UV'ed in a way that it hides seam. But that becomes very redundant in today's workflow.

Substance DesignerSubstance Designer - Discussions - Re: UV seam workflow
 on: January 30, 2016, 09:08:40 am 
After searching the web, I got few threads with seam topic but different scenarios from mine.
In one of the thread Wes shows how to add edge padding - which I did think about. But I am unsure how to achieve that with noise/pattern nodes in Designer.

I have attached the model I was working on. It's a stone pillar (at least that's what I was thinking of creating).

And this thread here speaks of similar issue but it's from 2013 -

Substance DesignerSubstance Designer - Discussions - UV seam workflow
 on: January 29, 2016, 09:01:40 pm 
Hey all,

      I recently shifted my texturing focus to Designer.
Watched many tutorials on YouTube and was totally hooked. I was using Painter and layer based workflow for most of my texturing.

Being new to Designer. I understand that it is a texture creation app but I have seen people use it for texturing assets like you would in Painter or Mari (Christophe Desse), but using nodes instead of layers.

Now I am using a simple asset with couple of UV shells and even before I started my node graph build, I am getting UV seam, which I am not sure how to get rid of. I was under the assumption that SD would take care of it. Is there a way to bleed edges for nodes? Or do I have to have a padded mask for every procedural nodes I create?
Triplanar doesn't play well with patterns like cellular or similar.

Please advice. I have attached the asset screenshot from SD and the asset as it is from Maya. At the moment I have connected a Uniform colour to the diffuse output, black uniform colour to metallic and a greyscale to roughness and nothing in normal (which I am planning to derive procedural).


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