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Topics - gelbuilding

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1
Substance DesignerSubstance Designer - Discussions - Plywood material
 on: October 29, 2017, 11:31:29 am 
Hi,

I'm trying to make plywood.
Any suggestions be greatly appreciated,
See picture attached, this material has a black face with plywood edges.

2
Substance DesignerSubstance Designer - Discussions - Randomizer Node
 on: October 10, 2016, 05:42:29 am 
I got the node working though i have triangles in the texture.

3
Substance DesignerSubstance Designer - Discussions - Tile Randomizer
 on: October 02, 2016, 12:31:57 pm 
Hi,

I`m trying to setup a graph to use nyronic`s randomizer, see graph attached.

I don`t understand why i`m getting the tile joint randomized inside the square tiles.
Ant help would be greatly appreciated.

4
Substance DesignerSubstance Designer - Discussions - MDL and Open GL
 on: September 12, 2016, 07:31:30 am 
Im still trying to get the results with  open GL as in the Iray shader, i seen it in the Gonome video though cannot reproduce it.

5
Substance DesignerSubstance Designer - Discussions - SSS Material
 on: August 29, 2016, 02:13:07 pm 
Where can i find info on making material using MDL and producing Sub Surface Scattering materials as shown on this vid

 https://www.youtube.com/watch?v=V8YPDaJWpFc

Try to follow from his graph, though cannot clearly see which nodes are used.

6
Substance DesignerSubstance Designer - Discussions - SD 5.5
 on: August 27, 2016, 12:03:00 pm 
I was watching the Gnome video and at 34 mins into the video they show the results in iray and i couldn't  catch how they achieved to switch from iray to opengl.   http://www.cgchannel.com/2016/08/allegorithmic-previews-substance-designer-5-5/ My render package doesn't support iray and i love the quality of the materials, though i don`t understand how he reproduced the same material with openGL. I also downloaded the file from substance share on "Basics of creating an MDL in Substance Designer" and noticed i could successfully produce the Sbsar file. Been searching everywhere and cannot find the info.

7
Hi,

When i need to make tiles to a specific texture i take a picture of one tile and give it a bit of variation with the file that i have attached.

I dont understand why i have different results from the created sbs.
The tile is 600x300 though you see there is a grid showing the tile with little tiles inside.

File and image attached.
Any help would be greatly appreciated.

8
Substance PainterSubstance Painter - Discussions - Correct Maps
 on: July 25, 2016, 09:06:49 am 
Hi,

I have gone through the videos and tuts though cannot find a solution to my work flow.
I cannot add my channels to texture set to produce the maps needed using the PBR material layering

I Use Thea Render and i need to extract 4 maps from the texture set.

Please see my error from log and my setup.

[MapExporter] Export duration: 1s
[MapExporterDialog] Map export ended
[MapExporterDialog] Starting map export
[MapExporter] None of the required document map are available in the Sphere textureSet. Nothing could have been exported.
[MapExporterDialog] A map with the name 'base colour' has already been exported. This map for the texture set 'Sphere_Mask2' will be renamed 'base colour_0'.
[MapExporterDialog] A map with the name 'metalic' has already been exported. This map for the texture set 'Sphere_Mask2' will be renamed 'metalic_0'.
[MapExporterDialog] A map with the name 'roughness' has already been exported. This map for the texture set 'Sphere_Mask2' will be renamed 'roughness_0'.
[MapExporterDialog] A map with the name 'normal' has already been exported. This map for the texture set 'Sphere_Mask2' will be renamed 'normal_0'.
[MapExporter] None of the required document map are available in the Sphere textureSet. Nothing could have been exported.
[MapExporterDialog] A map with the name 'base colour' has already been exported. This map for the texture set 'Sphere_Mask3' will be renamed 'base colour_1'.
[MapExporterDialog] A map with the name 'metalic' has already been exported. This map for the texture set 'Sphere_Mask3' will be renamed 'metalic_1'.
[MapExporterDialog] A map with the name 'roughness' has already been exported. This map for the texture set 'Sphere_Mask3' will be renamed 'roughness_1'.
[MapExporterDialog] A map with the name 'normal' has already been exported. This map for the texture set 'Sphere_Mask3' will be renamed 'normal_1'.
[MapExporter] None of the required document map are available in the Sphere textureSet. Nothing could have been exported.
[MapExporterDialog] Map export ended

9
I have been able to do this in the past, now i don`t see the colour map as before, seems that the colour is bleeding across the mesh, dont understand why  is looking as it is.
Yes i did bake with vertex colour in baking parameters.

Havent use this for a while now so must me missing something.

There should be three colours only.

10
Substance DesignerSubstance Designer - Discussions - Graph Setup
 on: April 25, 2016, 09:41:43 am 
Im following a Tut from You Tube that James Sky made on Making Dirty Tiles and followed very closely and cannot get the same results.

Any help would be greatly appreciated.

Thanks
George

11
Substance DesignerSubstance Designer - Discussions - Unusual Normal Map
 on: April 16, 2016, 04:51:55 pm 
I`m doing basic maps for timber flooring and don`t understand why my normal map doesn`t show straight lines for the joints in my flooring. ???
The material is from substance data base.

12
If i open reference to red instance materials, i can see the reference graph of how the material is made with all the different nodes.

Though on a green one i cannot open the reference graph.
So how can this be done with the green ones?

13
Distance and Edge Detect nodes, these are great nodes for making great random textures.

Im trying to make a random stone wall.
I watched the video, no problems with distance and edge detect, though was unable to blend it with my stone texture.

I have the stone texture node so how can i use it for the texture to place on top of the distance edge nodes.

14
Please see attached file.
I dont understand when i export my maps, the maps in the Player seem different to the ones made in SD5.

How can this occur when i export the maps?


15
I noticed after publishing in SD the maps from SP are not all the same, some 4K and others 1K.

My graph nodes all show 1K, i dont understand why

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