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Messages - insulsum

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Part of your request already in backlog, it will be implemented, sooner or later,840.msg3392.html#msg3392

Hey Guys,

I believe there is going to be an official announcement from Allegorithmic next week. Stay tuned : )


Soooo? .-----.

Substance DesignerSubstance Designer - Discussions - Re: Hide seams
 on: April 04, 2014, 01:51:42 pm 
I was thinking about ways to solve this earlier today... I've grown a little obsessed with using SD4, can't get over how fast it is.

Anyway, how do you hide the seams? The alien in the above image had very noticeable wrinkles and what not on him but they weren't visible on the actual model. Was the texture created in SD4 or something else? If I have a character with a large spot (or wrinkles/stripes/etc.) on it, and it goes right over a seam, how do I line them up and hide that seam?
Share your sample models and substances with problems. It will be much easier to help you!

0_0 wait what
Looks extremely well, probably I should spend more time with SD
Great work!

Substance DesignerSubstance Designer - Discussions - Re: Hide seams
 on: March 31, 2014, 09:48:25 pm 
Thanks for the reply Wes. I think I may be doing something wrong. The graph you provided should be blending between seams correct?

To test, I baked out a UV to SVG map with 0 padding with Hueshift (diffuse) and Grayscale (mask) then created the graph. I played with the settings and haven't been able to create a satisfying result. Please see the screenshot.
But you have 0 padding, what did you expect?
You see seams in this particular case because one color is trying to blend with another one and this process is using pixels near uv edges, which, in your case - black.

Substance DesignerSubstance Designer - Feature Requests - Must Have Hotkeys
 on: March 31, 2014, 12:33:26 pm 
I think it's fairly easy to add new hotkeys, but it will speed up things a lot!
  • [CTRL or ALT or SHIFT] + [Left Click] on 3d mesh in Explorer = Bake Model Information Window
    I bake stuff completely in SD and I spend a lot of time tweaking cage, AA and distances. It's tedious to right click and then choose option in popup menu every time I want to make a little change from 0.01 to 0.02.
  • Change <U>niform Color to <C>olor
    I create nodes via Space button. And node menu unfolds from mouse cursor position. If I want to create Color node I forced to scroll from top to the farthest point in this menu, which is tedious. Or I have alternative - press U. But my right hand on the mouse and my left hand on the left side of keyboard(where is the most controls are), while U is far away from here.
    I find it's a little uncomfortable, Color is the most used node and should be  super accessible

  • Fast Node Creation from Unreal Engine
    I think it is self explanatory, you're working with UE and understand how it's super convenient :)
    Graph Window
    • [1] + [Left Click] = Uniform Color in Grayscale Mode node
    • [2] + [Left Click] = Bitmap node
    • [3] + [Left Click] = Uniform Color in Color Mode node
    • <B> + [Left Click] = Blend node
    • [N] + [Left Click] = Normal node
    • [T] + [Left Click] = Transformation node

^_____________________________^ Thank you!

I think there should be some way to make groups in graph editor. Like grouping in UDK material editor
We have "Compact Material" view, but what to do if one material is complex and consists of different blocks?
Group names or colors - would be awesome addition!

I've added a new feature request in our backlog.
Neat! Thanks you very much!

Oh, it's a bit sad. But thanks for quick reply!

Substance DesignerSubstance Designer - Discussions - How to create a template?
 on: January 19, 2014, 10:14:06 am 
This one. A set of outputs, size and etc

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