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Messages - nicvcer

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1
That drop down menu was rather invisible to me, thanks for showing me. Gonna try it today and see if it works to do what I want.

2
I've painted a height map in SP and I would like to reduce its overall intensity. The numbered opacity does absolutely nothing. What should I do? There are a lot of details so staring over with a lower value on my brush is not a good option as it will waste a lot of time. I figured I'd be able to reduce the intensity after painting but nothing is working for me to accomplish this.

3
Would be useful to have a point-based paint bucket and gradient fill node, where you create points and it works like a magic wand in PS and fills based on the points marked and a tolerance with bleed inwards/outwards option. Points would be filled sequentially and thus allow for randomization/parameterization. Extra credit for the node if it reads the color/values underneath and allows you to use those values, for example it could use the BW values in the above image to set the rotation angle of gradients it fills. And why not, also allows gradients or images to be plugged into inputs for further ease of customization.

4
I own a large wacom. The size of the device doesn't matter much, a smaller one would give me similar results since you're able to zoom in. The larger size makes it difficult to lug around so keep that in mind.

5
I agree that an automated tile random via input node would certainly be useful. I was able to get a somewhat similar effect by using switch and iterate nodes in an fx map that cycled randomly through 8 inputs, but the blending modes of the fx map are limited so it could only go so far.

6
Just a thought, but when an input node is present, does it have RGBA values associated with it? (0,0,0,0). If so, if you could say, read the alpha value and it's larger than 0 then show the input parameters.

7
Hmmm... the first thing I thought of was blending a flat red color into a flat green color using the black and white image you have as opacity. I'll have to try that.
Edit: Nevermind, I gave it a shot and wasn't able to get similar results.

8
I prefer the ease of use of tile generator when working in grayscale. If I needed to process several maps at once I'd likely use tile sampler. All in what you are doing, you'll find a tile node you prefer for different operations.

9
That's good to know, but I wouldn't really consider that a bug. Since roughness only uses one channel, it would be wasteful to plug a multichannel texture into the roughness output anyways.

10
I'm a Unity user, but just suggesting some possible solutions anyways.
Before exporting to Substance Painter, make sure your mesh is triangulation before hand as UE4 and Substance Painter may triangulate your mesh differently.
Also make sure you have a second UV channel that is used specifically to create the light map in UE4.
If those are not the issue then I hope someone else can help you!

11
The way I'm able to export to Unity from Substance is using this node setup that I created. It creates a packed metal/smoothness map on the side. I use this graph as a template for every substance I create for Unity 5.

https://share.allegorithmic.com/libraries/2609

In my pipeline I publish the Sbsar, open it in player, and export the Base Color, AO, Height, Normal, and Metal/Smoothness maps - unchecking the Metal map and Roughness map.

12
The way I'm able to export to Unity from Substance is using this node setup that I created. It creates a packed metal/smoothness map on the side.

https://share.allegorithmic.com/libraries/2609

In my pipeline I publish the Sbsar, open it in player, and export the Base Color, AO, Height, Normal, and Metal/Smoothness maps - unchecking the Metal map and Roughness map. Works every time for me, check it out.

13
Space Metal



For this material I set up 4 patterns and carefully re-used masks along with distance nodes and gradient clamps to procedurally generate displacement in and out. This allows me to modify the base patterns any way I like to get different effects without sacrificing quality or having messy blends that don't make sense.


14
I'd suggest instead of an arbitrary value like .6, use .66 instead. Makes the math a bit easier since you'll be able to multiply by 3. You'll see. I had no idea how to do this in Substance a few months ago, but I just tried with my newfound knowledge and the system works like a charm! Good luck!

So, firstly setup your graph as so :



Then in your first blend node, make the opacity value an empty function.
Get your GlobalControl float, then see if it is lower than or equal to .33
If this is true, set the opacity value to GlobalControl * 3
[This makes it so if the value is, say .22, it will blend at an opacity of .66]
Else if it is not true (meaning the value is greater than .33), set the opacity to 1
Finally right click "Control/If...Else" and choose set to output
 


Next create an empty function in the opacity for your second blend node
Start by checking if GlobalControl is both greater than .33 and less than or equal to .66
If it is, subtract .33 from GlobalControl and multiply it by 3
[So if the value is, say .55, it will subtract to .22 and multiply by 3 to get .66 as the opacity]
Else if it is not, see if GlobalControl is greater than .66
If it is, then set the value to 1 (since if its greater than .66 the opacity should be 1)
else if it is not, set the value to 0 (since the value is less than .33 it should have 0 opacity)
Finally right click "Control/If...Else" and choose set to output



For your last blend, create an empty function on the opacity yet again.
See if GlobalControl is greater than .66
If it is, subtract .66 from GlobalControl then multiply the result by 3
[So if the value is, say .88, it will subtract to .22 and multiply by 3 to get .66 as the opacity]
Else if it is not greater than .66, set the opacity to 0 (since this blend doesnt take effect unless GlobalControl is greater than .66)
Finally right click "Control/If...Else" and choose set to output




15
Select your polygon fill layer and in the layer properties disable the  channels you don't want it to effect by clicking on the name of the channel.

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