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Messages - annunziata3d

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1
Better Slope Blur

I use slope blur in my workflow all the time, and I got really tired of adjusting the default settings every instance. This simple node combines both Slope Blur and Slope Blur Grayscale into 1 node, and defaults to better settings. The slider also moves in smaller increments so you don't need to type in .01 values.

Includes all the same adjustments as default slope blur, it just uses better default settings and a much lower increment for the slider.

This package includes the .SBS, so you can also learn how it was made and even extend the functionality.

Created in Substance Designer version 11.1.2 


2
45 Degree Bevel

When working with trim sheets, I always want to start with a perfect 45 degree bevel. This node bevels the same way the default bevel node works, but also outputs a perfect 45 degree angle normal.

Controls include:

Bevel Distance
Corner Type
Smoothing
Output height
Normal Format
Includes the .SBS so you can learn from or extend the graph in Substance Designer

Created in Substance Designer version 11.1.2


3
Random Bevel

Often within my workflow in Substance Designer, I would create multiple different bevel sizes to get a different look or feel to bricks, stones, tiles, and many other patterns for a more believable look, along with some subtle variation. I've combined this into 1 simple and easy to use node that takes a black and white mask input and outputs random 4 different random bevel sizes with easy to use controls. If you need more than 4 sizes, you can always blend 2 of these nodes together.

Node Controls:

Bevel Size
Bevel Size Variance Multiplier
Bevel Bias
Corner Type
Smoothing
Mask Dilation
This package includes the .SBS, so you can also learn how it was made and even extend the functionality.

Created in Substance Designer version 11.1.2


4
Stylized Edge Highlight

This easy to use edge highlight node can be used in a variety of ways from a simple color overlay to a mask for blending to really help your materials pop. While its definitely easier to use a node like this for stylized textures, masking edges and breaking them up is a common technique, and I find this node to be helpful for more realistic materials as well.

This node pairs very well with my Random Bevel and Sculpted Edge nodes.

Controls include

Edge breakup Intensity
Choice of preset edge breakup types
Edge Breakup Scale
Final blur Intensity
Secondary Edge Strength
Secondary Edge Width
Secondary Edge Roundness
Enable Mask Switch
Custom Edge Breakup Input Switch

Includes the .SBS so you can learn from or extend the graph in Substance Designer, along with an examples graph

Created in Substance Designer version 11.1.2


5
Sculpted Edges

This is a node that helps to recreate a stylized sculpted edge look similar to that of Trim Dynamic or Trim Smooth Border in Zbrush. It takes a very angular and planar approach to the edges, with controls for height variance, angle variance, Primary Forms, and Secondary Forms.

This node combines really well with my Random Bevel and Stylized Edge Highlight Substance nodes.
Includes the .SBS so you can learn from or extend the graph in Substance Designer


Created in Substance Designer version 11.1.2


6
Yes please! This is a super useful thing and I'd happily pay for it!

8
Is there any way for me to set my default destination for exporting images to be the same place where the .sbs I'm exporting from is saved? I often find myself accidentally exporting to where my template .sbs is saved and wasting time selecting the correct export file path

9
https://www.youtube.com/watch?v=0hoT8fJJgoU

Well, if you watch the video the creator goes through the entire process of creating the rug in substance designer and setting it up in unreal 4.

More info from the UDN:
https://wiki.unrealengine.com/Parallax_Occlusion_Mapping#Parallax_Occlusion_Mapping

10
For me, I would like to see a rotation random slider in there from 0-360. 0 would have all the gradients facing the same direction, and 360 would be completely random to all angles. If you had this, I'd also love to be able to adjust to default angle of the gradient.

Hope that all makes sense.

11
Thanks for the info Vincent. Would these textures then also automatically get re-exported after saving the moss graph?

12
Heyo, so I'm looking into getting substance designer much more integrated into our environment art pipeline to help maintain consistency between artists.

If I create a moss substance that is used within a few different substances such as bricks, rocks, etc, and then that moss substance gets changed, is there a way to automatically re-export all the dirtied graphs that are referencing the moss? If this doesn't happen automatically, is there then a way to see all the substances that are referencing the moss?


13
Started in on some castle bricks for my diorama. Not too happy with these, but I learned a bit.


14
Thanks for the feedback JQL, I didnt see it until just now but I'll take it into account as I'm polishing this up. Here is where its at currently:

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