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Topics - simbiosi

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In photoshop I created a mask layer and an albedo, I have tried to import in SD all possible file types like PSD PNG and tiff.
I am using node to make normals with the mask and play to get metallic output.
The problem it always offset the normal with the albedo using the mask from photoshop.
What I am doing wrong, is there some step to use imported image without doing everything in SD?

I need to do some dirty black line and I did with the gradient map then use tile generator but I need only the black and the rest in transparency, by working in gray I get white.
I tried to use Tile generator color and I could have transparency but I can't use with edge dirt, it works only with grayscale.
Is there another solution?

Hi, I am doing a dash marking, as you can see I am using the shape node in a non-square output, if I set no tiling, by applying the change to the size as the red arrow show, it dashes the line.
In my logic, it shouldn't.
What I want to archive is the 4 white dash in the example on the side, so after doing the shape I would tile with 2D transform and blend it 4 times or whatever.
Got this strange behave with non-standard square shape.
When you use size in a shape node, it normally changes size on whatever dimension you want, but it remains a single shape.
In a non-square standard, it dashes even if I set no tiling like the red arrow show.
Any hint?

Substance DesignerSubstance Designer - Feature Requests - Alias link
 on: October 04, 2019, 10:57:35 am 
I was thinking that an alias link node would save lots of headaches when the graph gets out of control.
We could organize it as a blending node and set it with custom parameters.
I resume in this picture what I mean.

Substance DesignerSubstance Designer - Discussions - Ground marking step
 on: October 04, 2019, 10:04:41 am 
Hi there, I need to create a texture sheet with several decal that are used as ground marking, I am following this method:
Uniform color-transform 2d (Filtering Nearest, otherwise I get gradient border, and then with handle create the rectangle )
then blending all of them with add linear, is this the best method or I am taking a long step as I have lot's of shape to do?
If I want to add corrugated border I use slope blur grayscale is this the best or there is a better solution.
For the font is it better to bring them with PNG?
thank's for hint

I want to build texture with 4096x128 dimension and I need to use material from the library to get all fancy channel but once I try to blend them is impossible due to the different dimension and get stretched result.

How did you bring from Source website file inside the library of designer?
If you use the icon on Source website is just downloading and open in designer but how to add for good in the library.
If I place them manually they don't show up!

Hi, I had this effect with the mask editor, even if not perfect it is what I need.
but I update the generator as it was outdated and the new one doesn't behave the same way as you can see in the second screen.
I can go back with the smart material that still keeps the outdated version but somewhere scared, that can get the upgrade automatically.
is there a generator that behaves the same way as it is influenced by ambient occlusion and mesh density.
Any hint?

Substance PainterSubstance Painter - Technical Support - 2D view problem
 on: September 16, 2019, 04:36:27 pm 
Hi, This is new, I am getting on 2d view this flat color then after zooming in I finally got the texture view.
By zooming out I get back the initial flat color.
Help please.

Why some Hard surface has in/out( bevel & Emboss) like the Bevel cross and the circle bump don't.
Is it just things that get an update on future version.

Hi, can someone explain to me why with different texture set the size of the paint tool with 1 unit change dimension without intervention?
Version 2018.2.3

After watching the Live stream Beta at 40.20 I saw the export is pretty much basic, why not add more elaborate ones like Painter.
Otherwise, we need to use the combination of tools with Designer.
Every SDK game engine has his own way to export channel.

I need some help for visualizing and exporting materials from Designer,
I need to build material and export with a particular set of channels for a game I am working on.
On painter is more simple to setup custom export but not in Designer.
I need to export 3 file
1 is the diffuse = RGB Channels for Base Color () + Alpha for Opacity
2 is the metallic= Red channel for Metallic - Green channel for AO - Blue channel need to be black + Alpha for Smoothness
3 is the Normal= Red channel need to be black - Green channel for Green  - Blue channel for Blue + Alpha for Red channel.

Now when the channel needs to be blank what setting should I set in the usage field? then I need to send red channel on alpha how I can do that?
Another question I add an alpha channel as a test on opacity for the diffuse map that need an alpha and use the Channels Shuffle to mix but it doesn't seems to work.
Generally speaking  I can't see the render in 3d view of the combination of all this element, what I doing wrong, can I do it?
For Diffuse

For Metallic

For Normal

Thank you

SubstanceSubstance - Discussions - The PBR Guide anyone?
 on: January 08, 2019, 01:41:42 pm 
Anyone want to sell their copy of The PBR Guide: A Handbook for Physically Based Rendering.
On amazon, is not available anymore, I don't see any reprinting information.

Hi noob problem,
I have downloaded the Asphalt Fine Cracked material from source website and manage to create more crisp crack as the image below.
I somewhat I lost the setting in the file and got a lighter crack as it is in the original file, don't remember how I archive.
Is there anyone who know I to retrieve this crisp crack below mostly for Normal.

The only parameter is crack and relief Variation but nothing that change my first attempt.

This is default Asphalt Fine Cracked base

Thank you

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