Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - mvijfwinkel

Pages: [1] 2
Whats up with some of the nodes in 2019.0.1 looking like a National Geographic Magazine?

What's the meaning of the yellow border?

Substance DesignerSubstance Designer - Discussions - Dependencies
 on: August 22, 2018, 09:42:45 pm 
With the latest version of Designer, every time I receive a Substance with dependencies from someone else, I have to manually select the all the dependencies even though they are in the /dependencies sub-folder.

It looks like the full path to the dependency is being stored, instead of a relative path.

Could this be changed so it always looks in the /dependencies subfolder? Or if I select a different folder, and it also find other missing dependencies in that folder, it asks if it can use those dependencies?

In the latest video with Designer tips, one of the things discussed is setting Uniform Colors to 16x16px size to speed up the graph.

If this is really such a big deal, why isn't this optimized internally and save us that needless micro management?

Compared to Photoshop, the histogram in the Levels node doesn't show any useful information: it's mostly a flat line. See attachment.

It would be nice if the scaling of the Y-axis would be so that it has useful information (ie. ignore the very largest peak so that the rest of the histogram is scaled bigger).

Being able to read the histogram is good when I want to know if my levels node is clipping the output for example.

In a function, is it possible to detect if a GetFloat has no node attached (ie. detect a null value somehow, and drive an IF node)

I'd like to be able set a default value of 1.0 when no node is attached, but override that with another value by attaching a node (like 0.5 or 0.1) when needed.

Is it possible to have direct inputs on a Function, instead of having to connect other nodes?

I have a function that has 4 static inputs, and I need to set this function up in a lot of parameters. It would be much faster to simply enter the values in input boxes instead of having to create and attached Float nodes. Please see attached sketch.

Or are direct inputs reserved for 'atomic' function nodes (like Float, Integer, etc)?

I'm trying to make a simple node that shows a uniform color based on a position in a gradient map.

It seems that the alpha mask is always filtered using bilinear filtering. When the position is set to 1.0, it displays the gradient at position 0.0. Exactly the happens for the color when the output is not set to "Nearest Neighbour", so I think somehow the filtering on the alpha channel is not set correctly. SBS example graph attached.


"You cannot modify an existing preset (you will have to create a new one and delete the wrong one)"

Any idea when modifying presets will be possible?

The whole system is very confusing at the moment.

Edit: more like completly broken? Settings don't seem to be stored even when I make a new preset from scratch.

When creating materials, I find it very valuable to compare the various maps to make sure they are consistent. For example, does the dirt in the albedo line up exactly with the pits in the normalmap?

I can click on the output maps and view them in the 2D View, but this is a bit akward (lots of clicking) and I cannot compare it with the exact same place in the shaded 3D View.

It would be super useful if there was a shortcut key makes the 3D View cycle through the flat and unlit maps. Then I could zoom in the right place in the 3D view, and press a button to cycle through the maps like this:

For a certain sub-graph I need to be able to set the size for a certain node, so that it is (for example) 2 times smaller than the previous node:

I've made a function like this, and it works fine:

However, when I try to export the graph as sbsar I get the following error:

ERR: Static variable type mismatch:
ERR: Variable Name: $size
ERR: Of Type: Float2
ERR: Accessed By: Get Integer2
ERR: While Evaluating Parameter: outputsize

I think this relates to the input variable $size which should be a Float2 instead of an Integer2 (which would conform with the documentation which says that $size is a Float2).

However, if I use all floats for the size, it doesn't work (or crashes Designer). Also, I cannot set a float2 as output node for this function (it only lets me set Integer2 as outputs).

Can anybody tell me how I can achieve this?

Also, it would be really really really useful if we had debug information while editing functions (ie. seeing the current value of a variable so that we don't have to work blindly and guess what is going wrong).

I use a Tile Sampler node set to 'Add/Sub' blending, the documentation says:

- Foreground pixels with a value higher than 0.5 are added to their respective background pixels.
- Foreground pixels with a value lower than 0.5 are substracted from their respective background pixels.

But the Tile Sampler seems to be blending with 'Add' instead.

Please note that the black parts from the input are not being blended with Substractive blending. The regular Blend node does do this correctly.

What am I doing wrong? Example scene attached.

I'd like to see a Min/Max Blending mode. This would function similar to the Overlay blend mode:

- if the value of the pixel is below 0.5, then a Min type blending is applied
- if the value of the pixel is above 0.5, then a Max type blending is applied

When such blend mode would be implemented in the Tile Sampler nodes, it would allow us to do interesting effects where a single image can cancel out underlying images (dark areas) and add information (light areas) in an order dependent manner.

For example, you could make a light brick with a dark grout line and 'stamp' this brick using the tile sampler. The brick would stick out, and the grout would be recessed.

I was wondering, are there plans to make something like a Tile Generator node with a truly random input?
I mean a Tile Generator node where every input image/node uses a different random seed to generate a unique input?
You could (for example) make a gravel texture where every piece is gravel is unique, instead of the same piece of gravel just randomly scaled and rotated.

I realize this would be much much slower. But from what I see, practically everybody is using Substance as a 'offline' texture creation tool anyway, so speed is less of a concern than getting the best quality output.

I want to make a small graph/utility to analyze colors in a HDR image.

Is it possible to sample a color in an image at a certain position, and then output the numerical values to to a text node?

A bit like in the attached example.

I'm working on a metal material with very fine scratches. I managed to make a normalmap with 1 pixel wide scratches with the correct normal direction, but it's not looking as I want.

I've attached an example of how my material looks now (left), and how I would like it to look (right, Photoshopped).

Is there a way so the scratches in the normalmap only brighten the material, and not darken it? This would be closer to real life: very fine scratches still reflect light, but when they don't catch the light they are too small to see, so they should not darken the surface so much.

Pages: [1] 2