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Messages - Cyrille Damez

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The Substance Player application which comes with the B2M Commercial sold on Steam requires Steam to run.
However, with the commercial edition, you can also use the B2M substance (Bitmap2Material_2.sbsar) in other host applications such as 3DSMax, Maya, Unity, etc., in which case Steam is not required.

You probably just need to insert a "modulo" operator just after your "Get Float" node. This gives the remainder of a division. In your case, you want the remainder of the division by 20.

You should always blend transparent textures on a fully opaque background if you want to avoid such halos. You can always remove the background color later-on with the "Color to mask" filter, or maintain a separate mate channel.

If you see the watermark, it means you are loading the demo version of B2M which is bundled with the free player, and not the B2M file you bought.
You don't need the serial number with B2M, there is no need to enter it anywhere.

Thanks for the report. This is a difference in behavior between the SSE2 (cpu) engine (used by Unity) and the DX9/DX10/OpenGL (gpu) engines (used by default in Designer). As you suspected, there may be visible differences in some "extreme" settings between engines because of numerical precision issues, although this is not the case here.
In that particular substance, you have found a rare corner case: the FxMap's render region "top" and "bottom" parameters are inverted and the cpu and gpu engines seem to disagree on how to interpret that. The gpu engines draw the fxmaps "upside-down", whereas the cpu engine considers the render region invalid and consequently draws nothing. So, if you want to restore a consistent behavior for all engines with that particular FxMap, all you have to do is exchange the values for top and bottom.
In the longer term, if you plan to use your substances in Unity, it is good practice to periodically check there are no differences in rendering between cpu and gpu engines. If there are, the usual cause of differences are :
* Gradient Map filters with very close keys
* Textures bit-depth : the cpu engine only implements 16b greyscale and 8b/channel color textures, whereas the gpu engines also allow for 8b greyscale and 16b/channel color
* Texture sizes : the cpu engine is limited to 2k*2k

Substance DesignerSubstance Designer - Technical Support - Re: Noise Errors
 on: September 30, 2013, 06:14:15 pm 
It looks like a graphics card driver bug.
Could you try changing which engine Substance Designer is using and tell us if it fixes it? (in Tools->Switch Engine...). Also, updating your graphics card driver may solve the issue.

There is a tutorial about using samplers to drive the rotation of patterns in FxMaps here :

Substance DesignerSubstance Designer - Technical Support - Re: reducing texture
 on: September 24, 2013, 04:43:30 pm 
In the transform2D node, you can control the mipmapping (in "manual" mode, you can choose which mipmap level is read) and filtering used (bilinear or nearest). Or did I misunderstand the question ?

Substance DesignerSubstance Designer - Discussions - Re: List of Choices
 on: September 19, 2013, 05:27:36 pm 
It should be in the "samples/substance" subdirectory where you installed the Substance Designer application (e.g. for me on Windows 7 it is in C:\Program Files\Allegorithmic\Substance\Designer\3.x\samples\substance).

You can almost do that already. The blend node, when using the "switch" blending mode, already allows to switch on or off parts of a graph.
What's currently missing to be able to do everything you want is a way to not expose  unused parameters.

The 3D view shaders where changed to use OpenGL-style normal maps in 3.7.0 but it seems to upset quite a lot of users so it will revert back to DirectX-style by default in the next bug-fix version which we will release in a few days (and we'll add an option in the shaders to change it if needed).

Meanwhile, you can make the normal map node generate OpenGL normals using the node parameter 'Normal Format : OpenGL/DirectX'.

Yes, there's a bug when loading obj files in version 3.7.0 .  We will release a bug fix update for it (and a few others) in a few days. Sorry for the inconvenience.

A world space normal map contains normals coordinates relative to a fixed frame in the object space, as opposed to tangent space normals which are relative to per-pixel-varying frames.
As an example, a blue pixel corresponds to a (0,0,1) normal. In a world space map, this would indicate the up direction. In a tangent space map, this would indicate the direction orthogonal to the surface the texture is applied on.
World space tangents are sometimes used in shaders because they may be slightly less expensive to use (shaders using them do not have to compute the per-pixel convertion from tangent space to world space). Most of the time though, they are not because they can only be used on fixed, rigid objects.
They are also used in production pipelines when exporting objects from one software to another as there are different ways of computing tangent frames and almost every software uses its own, which means using in one software tangent space normal maps baked in another software may cause visible distortions and seams. By the way, since version 3.7, Substance Designer should compute its tangent the same way Unity does, so there should not be any problem if you bake in Designer for use in Unity.
The world space direction baker is actually poorly named (my fault). It is a converter for vectors from world space coordinates to tangent space coordinates. You can use it to convert one fixed world space direction - e.g. (0,0,1) for up - or a whole texture which contains a per-pixel-varying world space vector (e.g. a world space normal map). In both cases you get a texture out as the tangent space is different for each pixel (unless your mesh is just a plane).

The position baker gives for each texture pixel the coordinates in world space of the mesh point it is mapped to. Therefore, this is only useful if there is a one to one correspondence in the mapping. It wouldn't mean much if you use uv mirroring or texture tiling. You can use it in Substance Designer or in shaders for effects where the actual position of pixel is useful, e.g. if you want to ensure that water drips go down, or that mud accumulates more near the bottom of objects, etc.

You can bake in Substance Designer from both .obj and .fbx meshes. Vertex colors are supported for both formats since version 3.7, which has just been released.

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