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Messages - Vincent Gault

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Substance DesignerSubstance Designer - Showcase - Re: Rough Wood
 on: January 08, 2015, 03:10:26 pm 
Really cool !

Hey guys,

outputs in the graph are just here to "catch" the final results : i think it could be nice to offer the option to split the graph in two parts to isolate the outputs on the right part of the graph.

(see the image in attachment)

did you try the RGB-A merge ?
and make sure that the normal output usage is set to RGBA.

Hope it will be helpful :-)

SubstanceSubstance - News & Announcements - Re: Happy New Year 2015!
 on: January 07, 2015, 04:11:24 pm 
For the new year resolution : any teaser about 2015, Alleo guys ? :-)

You can also think of using a shader that uses Vertex color as a mask betwwezn the 2 versions of you textures, and use some code to change the VC dynamically depending of the position of your laser

if you manage to reduce the bitmaps in your substance by removing them or replacing them by fully procedural solution, you will save a lot.

Maybe you could post a screenshot of your graph ?

ok it's shared here :

If you want to join this community, you are more than welcome ;-)

Excellent tutorial thank you !
Do you mind if I share your tutorial with the Google+ community ?

Did you try to make a group in 3dsmax?

The substance material is integrated in 3dsmax : the presence of substance designer of painter doesn't affect it.

Useless answer : it is because this spaceship goes at the speed of light. This hyper space phenomenon is causing an accumulation of light because the metal used for the shield is adamantium.  Any space Marin should know that...

Thanks guyz, that means a lot for us!

2015 is going to be crazier, we have lots of incredible stuffs being prepared for you :)

Merry Christmas!

Can't wait!

Meanwhile merry Christmas to all of you, with a lot of turkey and Volvic for the Clermont-Ferrand team ;-)

Substance DesignerSubstance Designer - Showcase - Fully procedural rock wall
 on: December 23, 2014, 11:37:14 am 
Hey guys,
Here is a 100% prodecural rock wall. They are a bit stylised by purpose (even if the angles are still a bit too harsh : I'll fix this)

Comments welcome !

As a workaround, you may want to generate a sbs material aside, and just use the generated map in the terrain shader (I do this with shader forge shaders)

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