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Topics - motionblur

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I am one of those guys who likes to cycle through blending modes to check if which one looks better if I am not yet certain about the look of a model - pressing the up/down arrow keys on the keyboard to change the blending mode of a layer.

Substance Designer already has this feature in the blend node - could it be adapted into painter as well, please?

Substance PainterSubstance Painter - Discussions - Feeding Groups into Nodes?
 on: February 22, 2017, 07:55:44 am 
I am creating mobile textures and want to use the colormap I've created in a few blending layers on top (AO darkening and highlights, etc). So if I am exporting the layer as a bitmap first I can't create color variations or changes any more.

So I was wondering if it's possible to feed lower layer groups into a higher output without the need to export it into a bitmap first.

Hi guys,

so it's been a while and a few updates since I've last used Substance Painter. I couldn't find anything about this subject in the docs or the forum search but over a year ago in a Steam thread @sebdeguy said it's on the to-do list. So what I am looking for is having a color spray or splatter brush that variates either on the same hue or even on the whole spectrum of the color pallete like ZBrush's PolyPainting does.
Is there something compareable in Painter yet?
If so where can I find it?

Thanks in advance :)

Hy guys,

I want to create a few Color template nodes because I am going to use these values often.
Imagine a node that has a selection in the style of: "Cobalt Red, Aquamarine Blue, Pure Cyan,..." etc.
I took the Standard material node as a reference and am looking into creating a node with a color selector based upon an integer input just like with the metal color values.

Problem being: I have quite a lot of data to work with - more than a hundered entries.
They are going to be sorted alphabetically upon creation for now but I can't say if at some point there won't be another color added or removed.

Is there a better way to create a large template based node like this?
Can this be automated or programmatically be achieved?
Is there a better way to do this than the integer switch?

It Looks like one of the cases where the nodal approach could be somewhat difficult to maintain in the Long run.

Thanks in advance for any help :)

I'm having difficulties with Substance Designer's normal maps in Unity 5.

I've tried to create a normal map from a sculpt mesh in Cinema 4D and another one from the same mesh (highest and lowest subdivision exported) from within Substance Designer 5.

To my surprise the Cinema 4D Normals were absolutely seamless but Substance's normals showed very visible seams.
I thought SD's normals are synced to Unity's? Am I doing something wrong here?

(edit) The baker is set to JPG but that's just for a test. The screenshot above is actually taken from an earlier PSD export.

Crosspost from Polycount and ZBrushcentral ... Since I've always wanted to try hard surface sculptin in ZBrush but so far never really got into it I followed  Joseph Drust's excellent workflow tips and techniques on ZBrushcentral. Initially I expected to test a few things but then get stuck and give it another shot some time later. Guess I was wrong:
The beautyshots have been rendered in the new YEBIS2 viewport renderer inside Substance Designer 4.

Here are also a few work in progress pictures - I added a few more details and seams to make it feel more rigid and actually ut together from real parts since the forms are more ornamental than actually sensible function (shh - don't tell anyone ;) ) At this stage it was a mixture between MegaMan X, Master Chief and Doom .... and I liked it!
After retopology in Topogun I brought it over into Substance Designer since I had not actually thought about how I wanted to paint the model in the end.

Since I could not decide where I wanted the texture to go I figured - I had already tried hard surface sculpting, why not also try to texture it in Substance Painter as well....

Despite crashing every other 15 - 20 minutes Substance Painter is so awesome for testing surface combinations. Since I wanted to give it a more interesting contrast between glossy and rough surfaces I settled for a rough dark grey painted surface with glossy neon paint on top. To give a few more glossy contrasts the screws bacame a glossy black metal as well as edge scratches revealing a metal layer underneath. Then to give a few more variations I shot it with particles and dirt splotches.

Lastly I love how dDo2 shows off texture sheets so I blatantly copied the style. ;)

Final statistics:
Prototyped and sculpted entirely in ZBrush - 7.2 million Polys over all subtools.
Retopology in Topogun - 2034 triangles.
Base texturing in Substance Painter Beta 0.5.0 (Build 333) with a little Photoshop help
Final Texture assembly and realtime renderings in Substance Designer 4.3

The new YEBIS2 renderer is really awesome!

(edit) atached the pictures so they don't break formatting

Substance DesignerSubstance Designer - Feature Requests - Sandalone Baking
 on: April 25, 2014, 08:01:21 pm 
Are there any plans for an external map baking option?

I've set up my project in a way that I am using an SBSAR File for teture generation (pixel texture maps) now. So actually Substance Player would be enough but for baking I constantly need to open Designer, create a graph, import the model and start the baker. If there was a faster version or even a way to call the baker externally as well - that would be awesome.

Somehow at the moment I still find it easier to fire up xNormal just because I don't have to create a dummy graph for baking.

So I'm here trying to build up on my material library and I want to create a sunbleach effect. I pretty quickly found out that I have no idea of what is the best way to extract the World-/Objectspace Vector from a corresponding normalmap. The theory should be easy enough - filter out the color Range for the corresponding direction. But what is the best approach to do this?  :o

Is there a node in SD4 for this kind of procedure already? If not - what is the most elegant solution to recreating this effect?

For any help thanks a lot in advance. :)

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