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Messages - artzfx

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Hi Malo,

I have edited your graph and attached.  It was easier than trying to explain how to fix it.  I have tried to layout everything to make it easy for you to study the flow and how the switches work.

Your visibleIf statements were perfectly fine.  The issues where in the way your graph Blend nodes were constructed and the functions inside them.  You had Integer nodes plugged into your If Else function nodes where you should have used Floats. 
Try to stick with a standard for your Blend nodes else it will become confusing which way your switches are working.  Your base (default) style should always feed into the Background slot of your Blend nodes and your changes/additions to the Foreground slot.
For your If Else nodes in your functions, always have your 0 Float plug into the "else" (your default) slot.  This just makes it a lot easy to follow how your switches are working and make it much easier to add more shapes to your graph in the future. 
I also removed some of your Normal/Combine nodes.  These are expensive nodes so I have pushed this blending switch function to your lighter weight grayscale Blend nodes so only one Normal Combine node is now required.

Hope this helps.

Use this button to instance your sbsar within Unity

Any changes to your Substance graph should update each instance in Unity whilst retaining any exposed settings you have for each instance. 

Substance PainterSubstance Painter - Showcase - Re: Street Vigilante
 on: October 04, 2015, 02:14:50 pm 
Hey mate, looking really good  :).

This is such a great looking and interesting piece.  Nice work  :)

Substance PainterSubstance Painter - Showcase - Re: Buggy
 on: October 04, 2015, 02:11:59 pm 
Impressive, wow  :)

Substance PainterSubstance Painter - Showcase - Re: gasoline distributor
 on: October 04, 2015, 02:03:57 pm 
Very nice  :)

No problem, glad it helped.

Hover over the graph view and hit your SPACE bar.  Choose the Input Color Node.. give it a name in the Attributes.  Publish to sbsar and open it in Substance Player or Unity or etc...  drag n drop your bitmaps onto the input slot/s :).

It's really down to a lot of playing with the Transform2D node.  So many options for different outcomes.

Ah, I understand what you're saying.
At least I think I do.  I'll know for sure when I actually try it.  ;)
I look forward to experimenting with it tonight.

That is exactly the sort of tips I was hoping for.

I have been able to accomplish some tasks with what I'm sure is a ridiculously convoluted path through an inefficient number of nodes, and I'm not sure yet when I'm looking for something SD doesn't do (unlikely) or when it's me not being familiar enough with the tool (very likely).

I'll either post my successful results, or ask follow-up questions if needed.
Thanks!   :D

To visually show flaw_bil666 method steps.  Hope that helps.

EDIT: Just be aware that when you change the height in step 2. the value displays back as 100% after your 25% input has taken affect.

Hi. Maybe this is a very noob question, but i don´t find the solution in the forums. I have a blend node and i want to control the "MASK" true/false but instead of expose the "use mask" Parameter i want to make it automatic. If the user use the input slot of the substance i want it to be use "mask=True", and if the input slot is empty i want it to be "use mask=false"

PS: If i try to assign a "Constant Value" to any Input node SD instantly crash.

Thanks in advantage. ;)

Would the set up on the attached image be what you are trying to achieve?

Basically, if the image input (mask) is left empty, then the mask will default to black, hence the mask will not cause any blending to happen between your two Normal maps at the Normal Blend node.

Looking good :).  Love that character in the first image.

You are the King of High Res detail Mr Vriend :).  Great job on the sand and cobblestones.

Thanks Käy.

Thanks Käy.

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