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Messages - divi.cig

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they do not - linear interpolation will blend between value A and value B based on the blend value X.

the blend value X decides what percentage of A and B end up in the final result to make up a sum of 100%.
if A is 0 and B is 1 and the blend value is 0.3 it means that 30% of one value and 70% of the other value get combined for the final result. in this case it would be 70% of value A and 30% of value B resulting in a final result of .3.

clamp for the parameter will just limit the UI to not allow you values outside the min-to-max value range.

there is also a clamp node that will limit the values in your calculation to not go outside of the min-to-max value range.

those are to be used within functions. if you just want to multiply two textures - use a blend node set to multiply.

Substance DesignerSubstance Designer - Technical Support - Re: The SVG node.
 on: September 24, 2019, 07:40:50 am 
just dragging your image into a graph as a greyscale bitmap and using it in the flood fill node gave me "perfect" results.
no need to mess with the svg node for that?

the tile sampler can do this fairly easily up to a graph resolution of 512. just put the x/y amount to the same value as your resolution and use the mask map to prevent shapes to show up that do not sit on the distribution map white pixels.

this has nothing to do with substance designer but rather being a general "issue" with baking and especially with cylindrical shapes.

give this a read

oh, right, sorry. didn't even read the version requirement :(

or change the output format to one of the HDRs to have the node output values outside of the 0-1 range


this is rather trivial inside a pixel processor. the image above only remaps based on hue - if you want to also have saturation and lightness factor into this it becomes a bit more involved, but is also possible.

the floodfill node itself produces UVs for each pattern it recognizes in it's output. you can definitely use those and scale/offset them to map to whatever thing in your texture you want.

not sure what you mean with points A and B and how they should relate to the angular gradient. would be good if you could elaborate on this a bit more :)

brainfart on my end :D.  i'm just used to quantizing to the full range of the image for other purposes and didn't consider that in this case this would introduce a bias.

once again, flood fill is your friend. the flood fill node itself stores bounding box size in B and Alpha and there is the convenient node "Flood Fill to BBox Size" which is the answer to your last question.

the answer to your real question(i assume) in how to distribute numbers in the corners of your squares is a bit more involved but absolutely feasible. you need to distribute clean single pixels in the areas where you want them to be (shoulnd't be very hard, so i won't get into this). you then use those as a mask for the $pos value of the image(might want to do some offsetting using the flood fill data, any padding you desire and taking into the account the alignment in the box). using the distance node to grow that value to a bigger shape (ideally the entire square) should give you all the data needed to offset your numbers to wherever you need them to be. getting the values exactly right will be the biggest hurdle and i won't be able to give you a step by step explanation, but it's certainly possible.

it is certainly possible, but what kind of result would you expect that the already existing cell gens don't give you?

to get those results you'll have to build your own as all built-in solutions suffer on one of the points.
look inside the slope blur node on how to set up a network that iterates over things. unfortunately there is no way in substance to have it be an arbitrary number of max iterations - you need to set it all up beforehand.
if you need more than a few iterations we've described our approach to a slightly more complex setup here:

bevel node with corner type set to angular should get you on the right track for this. positive distance and then subtract the original shape from the beveled shape and re-level with level in-high set to 0 to get you a clean mask for the border.

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