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Messages - mvijfwinkel

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A short follow up since I managed to figure out the problem: the pre-multiplied alpha blending only makes a correct blend if the semi-transparent pixels are against a black background.

So if you have a transparent pattern, you first have to overlay it on a black background, then use RGB-A Merge to restore your transparency. You will have black fringing in the semi transparent pixels, but if you use Pre-Multiplied alpha Blending it will result in a clean blend.

Allegorithmic gave another solution: make the entire pattern in a Tile Generator node (but you might not be able to get the exact placement / layout you need).

I often find myself having to change a float value with very small increments. Double clicking the slider to be able to do a keyboard entry is a bit akward.

It would be nice if holding ALT or CTRL while using the mouse on a slider would increment the value with more precision, so that you can change the value with 0.1 or 0.01 steps.

Another solution would be if there was a keyboard shortcut button that makes the last edited field active for input again (so I can just press a button and re-enter the value on the keyboard, without having to double click)

Or, like in Photoshop being able to 'nudge' the value using the Arrow keys. For example:
- Arrow Key Up = +1
- Arrow Key Up +CTRL = +0.1
- Arrow Key Up +ALT = +0.01

Unfortunately not, if I use Straight Alpha Blending then the second layer uses black as the background color for the transparent areas. This is fine if you do only a single blend, but with multiple blends this leads to color fringing.

If I blend two nodes with Alpha Blending->"Pre-multipled alpha Blending", then the result turns white where the source overlaps with a transparent part of the second layer:

The second layer is transparent at this part, so why does it have any influence on the blending at all? Is this expected behaviour or is this a bug?

I want to repeatedly move and blend a pattern, but I am running into color fringes due to alpha blending. If I select "Use Source Alpha" then it ignores the actual background color of the node so the edges turn black.

Is there any way around that? It's a normalmap, so any defect shows up relaly badly.

That didn't work, so I did a full un-install of all versions of Designer. With the fresh install it works again.

After I updated to the latest Substance Designer, all my materials are really dark and glossy in the viewport, like the Roughnes map is being ignored. The same materials look fine in Substance Player. (Please see the attachment).

I haven't changed these materials so I assume it's a Designer setting. I tried installing the older versions of Substance Designer, but they all have the same problem now.

Does anybody have any idea what is going wrong?

I'm using an nVidia 1070 GPU and OpenGL rendering.

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