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Messages - avalonsutra

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It seems the current version of Alchemist has a bug in the AI texture generator where it produces noticeable seams on the generated AO map borders. Known bug? Any workaround for this? Bug does not happen in B2M generator but the AO map doesn't look as good.


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Hi avalonsutra,

Legacy nodes are still available, however they are hidden in your library.

If you go to your install folder, you will be able to find it : Substance Designer > Ressources > Packages > Herb01.sbs

You can edit it to make it visible in your library or make a copy.  :)

Hope it helps

Thanks for the hint Luc! But since that Herb generator is deprecated I think it's not optimal to use in any future-proof substances. Is there no replacement for it? The noise pattern looks quite specific, here's a screenshot of the Herb generator pattern used in another sbs I've bought online:

PS: Nevermind! The herb1.sbs pattern looked very different on a low resolution but setting it to 4k it looks like what I was looking for. I can use it!

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Does anyone know what noise generator can be used now instead of Herb noise legacy generator? Can't find any that looks quite like that one.

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I'd like to create an expose value where I can use one value to control the four values of a Level node Level-In High but I don't know how to get the one value to control RGBA together of the Level-In High parameters. How can I achieve this?

On a related note: Is there a way to create an Color Auto-Levels node that can be controlled via expose value? There's one for grey scale but not for color.

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Quote
2. Building on question one: Is it possible to feed another output right into an alpha input of the normal map? I need the normal map's alpha channel to receive the output of a specular node (or Metal node).
You can use the Channel Shuffle node to swap or recombine the channels in textures.
https://support.allegorithmic.com/documentation/display/SDDOC/Channel+Shuffle+Node

Quote
3. Is it possible to export proper DDS textures? It seems possible with SD 2017.2.3 but the diffuse map has wrong color tinting afterwards and the normal maps color looks pink. What am I doing wrong?
The DDS files written by Designer are in fact correct. There is a bug in some programs (notably the Nvidia DDS plugin for Photoshop) which makes them read the channel order improperly. It is possible that the texture will appear correctly in your game anyway.
Please see this thread :
https://forum.allegorithmic.com/index.php/topic,4625

That doesn't seem to cut it. What I'm trying to do is create a normal map TGA output file with alpha channel and the alpha channel is for example fed by a specular map. But SD never seems to generate a normal map file that has an alpha channel. The Channel Shuffle node doesn't seem to help here.

And the generated DDS files don't load into Photoshop, except the diffuse image which then has wrong colors in Photoshop. Whether or not SD outputs correct DDS files, they don't seem to be game ready.

In addition the generated diffuse map file by SD is 16MB while the same exported from Photoshop is only 2.66MB.

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I'm trying to create a node graph in SD to pipeline the conversion of SBSARs I've downloaded from the Substance Source. Therefore I have the following questions ...

1. Is it possible to export the normal map with alpha channel? Even if I set the normal output to ARGB and for example export it to TGA the resulting image has no alpha channel.

2. Building on question one: Is it possible to feed another output right into an alpha input of the normal map? I need the normal map's alpha channel to receive the output of a specular node (or Metal node).

3. Is it possible to export proper DDS textures? It seems possible with SD 2017.2.3 but the diffuse map has wrong color tinting afterwards and the normal maps color looks pink. What am I doing wrong?

And an unrelated question: Is the material preview 3D model used in the Substance Source viewer somewhere available and can it be used in SD for preview?

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Substance DesignerSubstance Designer - Discussions - SD PBS Setup for Unity?
 on: November 03, 2015, 03:21:45 pm 
Hi,

I was wondering what is the proper way to setup a PBS-based substance for Unity5 in Substance Designer? I'm using some of the textures from gametextures.com and want to create .sbar files from the textures, concrete, walls, etc. so a specular-based substance should be it.

For now I created a substance with six outs:

Albedo (baseColor)
Ambient Occlusion
Glossiness
Height
Normal
Specular

Is this setup correct? Not all of the textures come with height or AO map so I just leave them empty. Also, for Unity I will have to use the nY+ normal maps, right? I'm asking because my textures end up looking dull and blurry (see screenshot).

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Done! Thanks for the hint!

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Hi, I've bought Substance Designer 4 Indie in January and read that the 5 upgrade is free for anyone who bought after Jan. 1.

How do I upgrade this? Because on the upgrade page it only tells me to upgrade for $75?

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Hi Wes, that's great news! I'm looking forward to that tutorial! :)

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Argh! Forget what I wrote! This makes total sense because I set the substance to an absolute size of 256 x 256... so I don't need to use the Transform2D to scale it down. That resulted of being a quarter of 256x256! %-)

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Thanks a lot for the comparison artzfx!

I'm still confused as to why I'm getting such a bad quality when I use substances that are set to be the same pixel size as a similar bitmap texture. See my two screenshots ...

The first shows a bitmap texture which is 256 x 256 pixels. The second image shows the same as a substance that occupies also 256 x 256 pixels.
The mesh that uses these occupies in both cases a quarter of the UV map (makes sense if the whole UV is thought to be 1024x1024).

In Substance Designer to create the size for the texture to fit into that UV region I use a Transform2D to scale it down and offset it. If I don't scale it down I have to use tiling x4 in Unity on it and the quality is good. But if I scale and offset it in SD with Transform2D the resolution is as poor as on the second screenshot and I wonder why is this?

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Hi Wes!

Thanks for the tips about texel size! I haven't thought about that yet. Since I'm creating something for Unity my measurement size is 1 meter so in my 3d app of choice (modo) I set it to use Game Units and set Meters per Game Unit to 0.01.

I wonder is it usually OK to decide 256 x 256 pixels for one such meter unit? Optimally I want to keep in mind that my assets should also work well with game builds for mobile devices.

I'm also still wondering how it will be possible to assemble different texture parts with SD so that it results in a densely packed texture atlas (similar like found in many game engine, e.g. something like this https://mortennobel.files.wordpress.com/2011/04/buildinguv.jpg). But I'm not that far yet and will have to try that later.

@Fabian Thanks for the videos! Although I've watched them already. I think it's the matter there is a bit different from what I mean.

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Thanks for the reply Fabian!

Putting more than one object on the same UV map ... that brings up an important question I have about substances ...

Let's say I wanted to create a 3D asset set for Unity that solely uses substances as textures. Is that even feasible? One substance equals one texture and so every substance will require an additional draw call for the GPU if I understand this correctly.

So even with substances I should map as many objects onto the same texture as possible (or as quality allows).

If I look at how other 3D asset sets on the Unity Asset Store are organized (for example this: https://www.assetstore.unity3d.com/en/#!/content/17033) then it's clear that they try to squeeze as many parts onto one texture. I can imagine doing this in Photoshop but is that even possible with Substance Designer?

Sorry for the many questions! I'm trying to figure out a good workflow to create a 3D model set similar to the one mentioned above.

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Or let me ask the question differently:

Let's say I make a substance at 1024x1024 output size but my 3D model only occupies 1/4 of the UV map... does it mean that only 512x512 of the texture is used, i.e. resulting in quality loss? (sounds logical).

If so, what should I do if I have for example a wall segment that is 1m x 2m? That would only occupy half of the UV map. But I want to keep the size relative to other building segments. What would be the best approach in this case?

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