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Topics - Jozin

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hello, here is my shader  to paint unlit with alpha test support

To work with it  u just need to 0) Copy it to ..\Allegorithmic\Substance Painter\resources\shelf\allegorithmic\shaders
 1) select the shader 2) add opacity channel 3) add fill layer with zero trancparency
and instantiate it over all of your sets

check this out

Hello here is my unlit shader with transparency support

now download it from here

or  here

To work with it  u just need to 1) select the shader 2) add opacity channel 3) add fill layer with zero trancparency
and instantiate it over all of your sets

Check this out

here is a handpainted frog, Ive just challenged myself to sculpt and paint it without using of tablet, major shadows and lighting was painted and some parts gets baked light (T-shirt), more shots and grid as well are here

SubstanceSubstance - Meet MAT 2 Contest - Meet Mat 2 - Plazma Mat
 on: February 03, 2020, 06:04:27 pm 
Just some pre-render wip, need to wait a litle longer for  hq  result, its cookin, all mesh was handpainted by brush tool then refined with physical brush

Substance DesignerSubstance Designer - Showcase - coral substance test
 on: June 21, 2019, 08:34:46 pm 
Did this on the last week

Content - Substance Share - shader selling
 on: June 10, 2019, 06:59:07 am 
Is it legal to sell glslfx shader that I created in Substance Designer if this uses some common libraries (like pbr_ibl in the common folder)? Thank you so much!

This is a material breakdown shader for substance designer (for now work in all versions up to 2018.2). This thing allows to post your material breakdown on artstation straight from designer's 3d window as well as create beauty render with smart backround blurring:

 Here is the main features one by one:

1) Most material channels are supported, its presence in the breakdown shot is customized:

2) It's possible to replace normal channel with diffuse light term and specular lighting term respectively/disable default shading:

3)Breakdown stripe width could be fully customized , divider lines color/thickness is adjustable:

Hi guys. There is a question according using geometry shader in glslfx: according the docs its possible, but nothing examples is provided, and my own just doesn't compile, maybe you have some clue what the input parameters/core version is supported, or there is some examples on how to use it? The listing is below, it just passes vertices unchanges from vertex to control shader:

Code: [Select]
#version 330 core
#extension GL_ARB_geometry_shader4 : enable

layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;

in vec4 oVS_Normal[];
in vec2 oVS_UV[];
in vec4 oVS_Tangent[];
in vec4 oVS_Binormal[];

out vec4 oGS_Normal;
out vec2 oGS_UV;
out vec4 oGS_Tangent;
out vec4 oGS_Binormal;

void main()
for (int i = 0; i < 3; i++)
gl_Position = gl_in[i].gl_Position;
oGS_Normal = oVS_Normal[i];
oGS_UV = oVS_UV[i];
oGS_Tangent = oVS_Tangent[i];
oGS_Binormal = oVS_Binormal[i];


PS: It seems the geometry shader is totally broken, so it's successfully ignored by parser and params from tesselation stage goes to fragment stage avoiding the geometry shader

Hi everyone. I'm just working on glslfx shader for 3d view window, and the question is - how  I can access to the background to blur it or to draw something over it?

Hi everyone. I'm just creating some kind of droplet/metaball editor, when number of droplets could be customized by user just dragging the center and peak controls (Type/editor: position) over the 2d view.

The problem is when only a few points are visible all the controls is displayed in the 2d view window. besides that number of controls shown in the properties page is correct (set with VisibleIf = input["number_of_balls"]>n)

Now to the question: how can I manage this problem, to hide control points I don't want to be shown?

Any help will be appreciated

Hi everybody! This is a super-duper fast auto levels node made with pixel processor's chain, the alghorithm is identical in terms of operation to the original one but much faster, because of heavy |m| using of vector sampling and computation. Here is an explanation why this is faster and what the approach has been used.

The main problem of the filtering nodes is sampling ops, the second is math ops, like max, min etc.
So bearing this in mind we can decrease sampling/max operation at least twice if we will account the fact sequental min ops could be replaced with max ops from inverted source grayscale followed with final inversion to get result min value:
min(a, b)=1 - max(1-a, 1-b). So the number of pixel processors could be reduced by half:

instead of

Additionally we can decrease max ops using the vector instruction, reducing the max ops for example from 6 to 2, eq using

instead of

This node is up to 25-30 TIMES FASTER than an original auto_levels and  up to TWO TIMES (may be three, but who counts) faster then auto_levels_plus with enabled optimizations (reducing each node resolution by factor two) AT FULL 8K RESOLUTION:


You can download the node for free from here:
and for now from substance share:
 If you have any extra questions you can ask me.

PS: If someone of you is interested what the heck is that - the auto_level_combined node noted in the auto_levels_fast method's description, I just can say this is a blend node-based version of the aforementioned technique:

The Max function is similar to Allegoritmic's Max_Min node excluding the need to manually switch between the max and min modes.

Substance DesignerSubstance Designer - Showcase - My substances
 on: January 14, 2018, 01:00:34 am 
Hi guys! Have just finisned some volcanic rock substance.

This one has been shaded with opengl renderer with fx inside the same view window

Another look of the same material

Without effects:

If you like it, here is some more

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