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Messages - Bit Barrel Media

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Content - Substance Share - What happened to Substance Share?
 on: November 07, 2018, 11:28:32 pm 
-Bugs in substance share which were reported more than a year ago not fixed...

-It takes 20+ days to review an update to an uploaded plugin...

This feature request is Nr 2 on the list for a long time now but it is still not implemented.

Why is this so hard to implement and why is this such a low priority?

Thanks, that is a good idea :-)

Indeed, that would work as well. It is not quite the same effect as the borders will have a curve upward but close enough.

I don't thinks the cells node splatters praboloids as that creates overlaps between the boundaries instead of squashed boundaries.

Using a curves node on a distance output creates a normal map look with shaded sides and I will lose correct height information.

There must be some other trickery going on in that cells node. I would use the node itself but I need a flat voronoi with random luminosity from the same pattern in addition.

Substance DesignerSubstance Designer - Feature Requests - sync node parameters
 on: October 15, 2017, 03:19:12 pm 
Sometimes you need to use several nodes with the same parameters (stacked tile sampler node for example) to composit several outputs together. This is often a nightmare to maintain if you need to tweak some parameters after you copy-pasted them.

Having a special wire between nodes which syncs all parameters would be a real time saver.

The tile sampler node can have several patters inputs, which is very handy. Unfortunately it is not possible to use multiple masks, one for each pattern input. Instead, pattern inputs are sampled randomly. This may or may not be what you want, and in my case I need each pattern input to be placed in a specific area.

I suppose I could use multiple sampler nodes and blend the result, but tweaking parameters and syncing them between the different nodes is a nightmare.

The Cells 1 pattern has a nice bell or paraboloid shape. If I make the same pattern with the distance node, I get a thorn or cone shape. I suppose I can use a blur but I don't see that being used in the Cells 1 node source.

Does the Cells 1 node use some custom logic or is the same falloff effect achievable with the distance node?

Substance DesignerSubstance Designer - Discussions - Cells 1 with image input
 on: October 12, 2017, 05:16:32 am 
I need to splat an image around but the blending has to look like Cells 1 (voneroi). I had a play with the distance node but I can't get a squashed splatted image effect with that.

Any ideas how to do this?

Substance DesignerSubstance Designer - Discussions - Re: Procedural tree top
 on: October 11, 2017, 11:15:57 pm 
Ah, now I see. That is exactly the look I was going for. Thanks!

Substance DesignerSubstance Designer - Discussions - Re: Procedural tree top
 on: October 11, 2017, 06:24:44 am 
Here is my first crappy attempt. I think I need to scatter the trees individually in order to make separate species with different colors. But I am not sure how I can blend them nicely like with the cells noise map. I guess I have to use a custom FX map?

Here is a picture of a forest from above. It looks a bit like broccoli. I think using individual leaves doesn't give a good effect...

Realizing the Necro, but isn't this node now added, called "Height Normal Blender"?

The Tile Sampler node has an input called Mask Map Input. However, in order to control the parameters of that input, you need to select the dropdown called Color. Instead of Color, it should be called Mask.

Substance DesignerSubstance Designer - Discussions - Re: Procedural tree top
 on: October 11, 2017, 01:03:06 am 
How do I confine the scattering to a mask area without simply cutting off that area?

And would it be better to use the Tile Sampler node or an FX map?

Substance DesignerSubstance Designer - Discussions - Procedural tree top
 on: October 10, 2017, 07:04:38 am 
I want to make a forest canopy, and for that I need to scatter some tree tops around. That part I can do, but to make a tree top itself I am a bit lost. If someone can point me in the right direction, that would be great.

Here is the effect that I am after:

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