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Messages - jason_maranto

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I see the changed date now for the end of the promotion. Thank-you  :)

SubstanceSubstance - Discussions - Moving the Date of the Livestream.
 on: January 16, 2021, 12:40:46 am 
I just got the email that the livestream was moved from the 19th to the 28th. I was disappointed because the promotion on Steam ends on the 26th, which means I have to decide to purchase or not with no idea of what to expect in the 2021 release.

I want to get some Substance Source credits. I am told the only way to do this is to purchase a subscription. I already have perpetual licenses and do not intend to ever use a subscription version of the software, due to not wanting to sign my soul away to indentured servitude for life.

All I want are SS credits. I am willing to pay for them. However, I won't do it if it will destroy my perpetual licensed software.

So, can I get a subscription without losing my perpetual license in the process?

The MDL graph can do exactly this (because MDL is essentially creating a shader)... the workflow is currently not as polished as other elements of SD though.

From my POV I think if the MDL portion of SD gets really refined it could potentially be a way to get that "perfect workflow".

Thank-you for the answer Vince. Do you know of another way to get a per-pixel sampler in SD MDL like the Pixel Processor node?

I (roughly) know how to set up a "for" loop in the MDL code, however I cannot quite get my head around how to set up something similar using the SD MDL nodes. Is this even possible?

If you click the help tab (you can see it in your screencap) it explains all the parameters.

Somewhere along the line there has to be a 16-bit input for there to be 16-bit output (output node cannot upconvert, nor would there be any benefit if they did). You can easily tell if there are any 16-bit nodes in the graph since they have thick connectors.

Anyhow, the New Substance/New Graph option is more about converting any 16-bit back to 8-bit for output, rather than converting anything 8-bit to 16-bit. If you look at the Graph level options you will see it is still set to relative to parent (although 16-bit is active). The graph level would have to be set to Absolute to convert everything, and that might cause a processing speed hit.

You can put a node in between and set the output of that to 16 bit (using Absolute). I do this on filtering operations (like Blur) to increase the quality of gradations... which is especially important for things that will be used for normal maps and/or embossed.

The editability will depend on how the SVG was formated -- if you used a program to make the graphic you may have the option of controlling what information was output into the SVG, which will impact it's editability in SD. For Inkscape (which is free) I use save as file type "Optimized SVG" to clean up the SVG output and make it something SD will read as editable.

Also, the SVG must be embedded and not linked to be editable.

Hi Rose, I'm sorry to hear you are having such a rough time of it... I am also a long-time Photoshop user (15 years), and was also an Adobe Certified Photoshop Expert at one point.

Coming to a node based workflow was somewhat new to me when I started with Substance Designer (v1.0), and I got very comfortable with it by the time I taught the VTC series (v2.1). So it is certainly possible to come from a Photoshop background and get along with SD very well -- in my case to the point where I was able to drop Photoshop for 3D texturing entirely.

I would have 2 questions for you:

1) Is it the non-linear aspect of the nodes workflow or the nodes settings themselves you find more difficult?

2) Have you watched these tutorials:

The reason I ask is that free tutorial series goes over the nodes in depth and features quite a bit of information about the new(ish) bitmap painting features -- which as a Photoshop user you should find very easy to use.

The reason I reference my youtube playlist is becasue while the same tutorials are available on this page:, becasue of the way that page is designed it is very easy to miss all the good stuff hidden in the links at the top (Atomic Nodes, Bitmap Node, SVG Node, etc.) .

Use a blend node set to the switch mode, and create a custom function to expose this. The process is very similar to the switch node in FX-map graphs -- which you can see demonstrated in this video:

Thank-you  :)

Here are the steps (it's a bit more tedious than it used to be):

  • Find the generator you want to use (I'm assuming you are wanting to use one of the generators as a basis) in the shelf
  • Drag and drop this generator into the packages panel -- which will open the entire package that contains the generator you want
  • Navigate to the package sub-folder where the specific generator graph you want is located
  • Drag and drop (holding the CTRL key to create a copy) this graph into your own empty package
  • Now the graph will be in your package, and it is unlocked, so you can edit it as you wish (including any functions, which is what you will likely be wanting to edit)

The easiest thing to do is drag an instance of what you want to edit into the packages panel, then create a copy of the particular graph you want to edit (from the locked graph CTRL+drag and drop into your package)... this copy will be unlocked and ready for you to edit however you like.

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