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Messages - Santiago Pereira Carrasco 1

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I found something that helps a lot, Flood fill BBox Size will help me multiply the height by the tile size at least. And flood fill mapper grayscale to scale the textures size also depending on the tiles. That's enough for me, thank you!

I'm new to Substance Designer but I have a good amount of experience with nodes and procedural in general.
I wonder what's the correct way to go with TILES and Textures. The issue is that if we add detail to the tiles after the tile sampler, when you increase or decrease the amount of tiles, those details won't scale and we get a very different result.


If we add all the detail before we tile them it will work but you end up with repetition and we lose all the randomness we can get with flood fill, etc...
Do we need to use functions to scale those textures based on the number of tiles or maybe there's another way to do it that?

I was able to fix it by using a cells 2 instead, but I'm curiouse of what's going on with the edge detect in this case. Thanks

I was having a huge difference between what I see on designer and what I see on the exported sbsar in Player. The problem was on the height and I was able to track it node by node to the EDGE DETECT NODE.

View Substance

View Player

I'm creating cracks by substracting this with a binary mask from my main height, the problem is that it looks like it takes the edge detect value as a plain 1 value instead of the cracks.

If I plug any other map it works correctly, if I remove the edge detect it works correctly, if I plug the cells 1 with an inverted grayscale directly it works. So the problem is obviously the Edge Detect for some reason.


I found my own answer, shaing the result here:
You have to create another blend between them, this time you subtract the stones from the mortar, this will give you positive values only where the mortar is higher, then you use a histogram scan with position and contrast to 1 and you get your binary mask  ;D

Hey, I want to make a mask to add color for example in this situation:

I have a material (dirt/ground) and I can change the height with a histogram range node blended with the stones or bricks with a blend node set to max. How should I mask this to add color separately to this 2 parts?
the original tiles mask is not useful because when the dirt gets higher than the bricks it covers it.

Hey, I'm new to substance designer and I was wondering if there's a way to random rotate a noise for example per tiles.
I have a tile material and I want to make details that don't match the nex tile. I know how to offset it but I want to also rotate textures per tile, is that possible?

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