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Messages - zurhoch

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1
hi Wes, love this handy tool!  unfortunately, it's a bit broken  :'(  or, perhaps I'm using it wrong?

for the sake of testing, I've created a 1024x10241 img in PS, then masked a 1024x256 pixels and imported that into SD. in SD I used the atlas maker node and set my resolution gate to 1024, then the tile mask size to 1024x256. the result is smaller by 2-3 pixels than the map imported from PS.
you can see my test results here:


hope you can get it fixed, as said above... it's really handy!

2
The image attached will explain better.  I have the blend node double-clicked, then clicked the 2d transform once - you can see the small circle of the gizmo showing up on top of white (1) value, but the rest of the gizmo isn't rendering on top of 0.5 grey value.  Now try and find the scale handles :]

3
This is really neat :]

I thought you need 8 light angle rotations and not 4?  But seems this works well, what's the difference?

4
why not create a graph template for the engines you are working with?

each time you start a new substance with said graph, you'd have these nodes already set for you :]

5
this is a cool way of doing it, but it takes trial and error.
I think a better way to go about it is to implement some sort of automatic skewmesh technique, where substance would read the low poly imported when you create a new project, then duplicate that mesh(s) as a temporary meshes, apply few tessellation divisions to it, bake a world space normal map and finally convert the map to tangent space using the original low poly imported when you first create the project. at the end of the process, the temp skewmesh would get discarded.  this works really well and combined with the mesh by name feature you'd get the cleanest bakes ever  8)

6
Oh I see what you're after, having layers passing data from one to another. That would be very interesting indeed, and it's something I also asked for, along with instancing stacks from one layer to another etc.  I'm afraid I can't help here.

And, thanks.  I've made that filter for the specific designs I wasn't able to replicate procedurally.  Combine the two and you get some really nice looking patterns :]

7
Substance tools are texturing tools, not 3D editors, seems like a weird request :]

You can do that in ZBrush, for instance, using a generated height map from SD.

8
Might sound kinda weird, but... where can I learn about this kind of math used in these functions? It's all gibberish to me  :-[

9
Hi Bek, could you try this file in SP, and let me know if it's working?
Need to do the following:
1. add user0 channel to the project
2. add paint layer
3. right click the layer and add filter "Damascus Steel"
4. in the filter settings, under Pattern there's a switch called Custom Pattern - turn it on
5. click on the layer, you should only have user0 channel, paint on it and it should drive the effect of the filter

If this is the behaviour you are after, I will share the SBS with you so you can see how I've set it up, if it's not what you're after then I probably misunderstood what you guys are after, sorry.

10
Substance PainterSubstance Painter - Showcase - Re: Runic Floor
 on: February 22, 2017, 01:09:06 am 
Texturing looks great, I really like it.
If this is for video games, I think you could improve the retopology. You don't need to retopo each tile, this could be something more similar to a plane with a bit more geo to better represent the change of silhouette.  This will also give you a more continuous UV map, and higher texel density.

11
Yes, you can bake high to low in Designer.  Actually, Designer has more bakers than Painter.

Please take a look https://support.allegorithmic.com/documentation/display/SD5/Bakers

12
wait what.. you can apply filters to alpha inputs?  mind blown.  can this be done for all input types?

13
I fail to understand what's wrong?

If you want a re-route node that goes on to all outputs and is easy to manage, I'd use the "Basic Material" node as a bridge, just before you send the data onto outputs nodes.

14
Well, I ran the lookup function tool, and it's showing the Slope Blur node using the parameter.  Maybe I'm doing something wrong? Care to have a look at the sbs file?  I've literally just exposed the parameter, didn't write custom functions or anything, which is maybe why it's not working?
https://drive.google.com/open?id=0B6vlVG6cnXk9WVJJY2w5eFhobGc

15
Substance DesignerSubstance Designer - Feature Requests - Re: Weighting
 on: January 24, 2017, 02:12:14 am 
What I meant is, you don't need a normal map to fake the shading on the edges, since you are already doing that using custom normals.   You would of course use normal maps to give your meshes its material properties and extra details needed.

I'd suggest taking a look at Star Citizen, they use this technique combined with mesh decals very heavily to achieve high fidelity of details while still keeping texture memory low.

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