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Messages - Steve Peters

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Substance Integrations - Unity - Position map generator
 on: March 07, 2016, 10:55:13 pm 
I'm working on a position map baker for Unity that will allow you to bake position maps for use with substances directly in Unity. I'm thinking that this could be really handy for adding things like triplanar substances to meshes procedurally created in Unity.

You can also hold shift + alt to make reroute nodes:

Content - Substance Share - uploading graphs with examples
 on: September 18, 2015, 03:13:13 am 
I tried submitting a substance designer project which included a couple of example graphs. I was instructed to remove these graphs and their mesh/texture dependencies and resubmit. This asset can be somewhat difficult to use so I think an example graph is necessary. What is the best way to package the project so that the end user has access to the examples?

Substance DesignerSubstance Designer - Showcase - Re: 1001 Free Gradient maps
 on: September 11, 2015, 12:03:28 am 
Thanks for these, they work really well with the dynamic gradient node.

Substance DesignerSubstance Designer - Showcase - Re: 3D Noise
 on: August 27, 2015, 07:22:26 pm 
Thanks! It's not a true 3D noise so sometimes your better off with using tri-planar projection. I've found that if I duplicate then invert the noise in the pixel processor the can be blender together after the fact to make a more cohesive looking texture.

I took a quick peek at your substances and I'd change a few things on them:
- Your variables need to be clamped when exporting to Unity (last I checked anyways)
- You substances reference other functions on your computer that you didn't include with them. I usually export with dependencies and zip it all together.
- You might want to rethink the Hyperion name.
- The damage on the Hyperion sbs doesn't look right to me. I'll see if I can come up with a damage example to show what I mean.

You might want to consider submitting them to the asset store individually instead of as a package. Good luck!

Substance DesignerSubstance Designer - Showcase - 3D Noise
 on: August 24, 2015, 01:45:51 am 
I made a 3D noise function for SD5. It uses sine waves and a position map to fake 3D noise functions. - link is in the description.

Very cool. Is there any way to add a custom mask input?

Is there any way to import an image into a substance in 4.8? Nothing I'm trying seems to work.


More coming soon!

I got a response from Nicolas LIATTI via email and I'm re-posting it in case any one else was wondering about it:

You can use the b2m in a substance only if you resell the .sbsar file and do not give the .sbs.
If you plan to sell the .sbs as well, then you cannot use the sbsar file of B2M inside

Can I use the full version of Bitmap 2 material in a substance that I plan to sell? Included in the B2M package is SBSAR file that works fine in designer. I also own the pro versions of both (not sure if that changes the license terms).

Painting by polygon or uv island is exactly what I'm looking to do. I guess the workflow has changed as the product has evolved.

In the older versions of painter you could view the uvs in the 2d view and paint by polygon or island. That feature appears to have been removed even though it was incredibly helpful.

It would be nice to have a perspective grid generator of some type. Maybe it could allow the user to define a vanishing point and draw the lines from there.

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