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.

Topics - hazehk

Pages: [1]
Hi, I recently switched from substance monthly to a perpetual license back in February of this year, I was under the impression that perpetual licenses came with 1 year of free updates, but I am unable to launch painter 2019. Is this expected behavior?

Currently the only choice in a tile sampler or shape splatter is a central pivot point.

The ability to chose between the traditional central pivot and placing the pivot in a corner would allow for better use of the texture space in some cases that are heavily dependent on correct pivot placement.

Hi, I've been having some issues using the PBR albedo safe color and the PBR basecolor metallic validate nodes lately.

As you can see in the next example, the safe color node modifies the albedo when the validate node shows 100% green result, meaning there shouldn't theoretically be a change.

It seems that the issue only happens when one of the RGB channels goes below 30 sRGB yet the median value of the 3 channels sRGB value doesn't.
Shouldn't the safe color node not modify the values as long as the overall sRGB value doesn't dip under 30 sRGB?


After having spent a lot of time learning thanks to the great tutorials provided by Allegorithmic & Wes, but also many other people on youtube, polycount and various other ressources, I'd like to share some of the fruits of this labor.

All delighting, roughness generation and some height & AO tweaks were done in Substance Designer, all tiling was done in Substance Painter (hopefully the smart auto-tile node will be one day updated to accept more inputs).

All these seamless materials are available for free on my gumroad

my artstation

Hi there.

I've been playing around with designer's scan processing nodes and B2M for some while now. Although the AO cancellation node from designer does a good job of cleaning up most of the scanned albedo based off of the baked AO, I still find myself using the B2M node simply for it's own AO cancellation function that seems to adapt much better to the input.
Am I missing something here? Shouldn't these 2 nodes function in a similar fashion?

If not is there any plan to bring B2M-type AO cancel to designer? I'd like to be able to export scanned substances but for some reason I cannot export a substance when using the full 3.1 B2M node, only the lite version exports for me. Is this working as intended or is it due to a mistake on my part?

Also I believe a blog post (or maybe a video tutorial) made mention of custom delighting functionality coming to substance in the future, was that referring to the AO cancel node, or is something else coming down the line?

Thanks for the help and the awesome tools :)

Substance DesignerSubstance Designer - Showcase - Forest gravel & moss material
 on: February 09, 2018, 05:49:00 pm 
Hi there, I've been experimenting with bitmap2material in substance designer for a couple months now and would love any form of feedback.

This is a material blending 5 different base materials mostly made up of small stones, moss and forest debris with the substance water level node slapped on for added variety.
I'm quite happy with the albedo, roughness height and AO but I still find normal maps to be rather difficult to produce.

Hi there,

I'm not sure if this is a bug or an expected result, still being very new to substance.

As the title says, when I add a depth of field post process effect to the viewport (while working in openGL), the viewport renders as expected but using the "save render" option gives me a file where the depth of field effect is replaced by a huge white sheen. opening the file in photoshop reveals the white sheen to be alpha information overriding what should be there.

Is this due to me misunderstanding how DoF works in openGL, or in substance?

no DoF:

with DoF:

Also, but slightly unrelated, leaving depth of field on in openGL mode and switching to the iRay renderer leaves the DoF from openGL active in the viewport, yet the DoF post process options disappear in the iRay-specific post-process options, forcing the user to switch back to openGL to deactivate DoF (again, noob here so if this is expected behavior just ignore me).

Hi there fellow substanciers.

Probably a noob question coming up: is there a way to get a clean result out of the warp node? After a quick search here I only found a suggestion to switch inputs to 16bit/channel, but that only slightly enhanced the result.

Here is the height map I'm working on for reference:

It is being warped by a shape node set to "bell". I have tried a few things already along the lines of adding blur HQ nodes here and there or fiddling with a blurred curvature map but I really can't get anything cleaner than this for the moment.

Pages: [1]