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Topics - Jooyoung Lee

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For personal use, I'm working on PowerPoint, and want to use logos of Allegorithmic products.
I'm having the logo png files which was published before, having all kinds of substance logos(even substance engine).
Right now, I need Alchemist logo, so tried to find it at logo page, but It only gives me the red S.

Where are they?

Nevermind. I found it.

I'm making my own Fxmap node. One person suggested me to add some blur options.
To make the blur thing. I decided to use a more Iterate node.
to do this, I moved every node in Color/Luminosity section to Itertations section of new Iterate node.
Next, I tried to use third Iterate node, then SD got really slow, and couldn't render make the image.

Can I get any help for this situation? I don't want to share the file in public yet.
Where I need to send mail to?

Sometimes I really like to have a new thumbnail mode which shows me the icon of node itself.

There are anisotropyLevel and anisotropyAngle in the output node usage list, but I couldn't figure out know how to apply those in the 3D view. There is some options for anisotropy material in Iray shader, but it looks not working to me.

For now, whenever I want to write my description for a pin, I can't type multi line description except the first time when I just create the pin.

The title of pin is not even work at this time.

Is this meant to work like this? or is there some problems on it?

When I'm working with a mesh in Substance Designer, the first step to start with is always the baking.
However, If the mesh has multi-materials, I should do some inconvenient work.

Currently I'm doing this workflow. First, check a material to bake, then hit the start render button. After finish the first baking, uncheck the previous material, check the next one, and hit the render button again. I do this work until I bake every material on the mesh.

Is there any way to bake by each material set in sequence? Should I use Automation Tool-kit for this?

I was using the text box quite often. That was really nice tool to find the nodes which are using a specific variable.
After recent update, finally I can find the node instances which are not one of atomic nodes.

However, because it uses the same text box with the text box for variable searching,  it causes some confusion sometime.
Of course, I can avoid this problem when I name the parameters carefully, but I think separating text box is the batter idea.

I'm using comments a lot, and I use Frame as much as those.
But, when I move the frame, the comments stay at their position.

I have to select every nodes and comments in frame to move them in a time.
I think that this is a weird thing. There is no advantage to use frame if I want to use comments.


I'm trying to use an output node with 3 gray scale merged map, but it's not working as what I want.
So I tested one more thing.

As a result, a component using 3 or 4 channels works pretty well. However, component using only 1 channel does not work.

Here is my question. How can I use output node more wisely?

If I plug a 16 bits grayscale map into blend-foreground input only, the bit of the blend node is automatically changed to 8 bit. To demonstrate the situation exactly, I captured my graph.

The output format of parent graph is 'relative to parent' on this experiment.
Every blend node is set to 'relative to input'

Please carefully check the 1st and 4th blend nodes. Those are not following inputs, but parents.
So far, background does effect the bits of blend nodes, but the foreground works weird.
So, I change the bits of blend node every time if I use only foreground and opacity.

I think that this is a bug. At least, it's not comfortable.
I just wonder. Is this working right or not?

While I'm working with Substance Designer, I use the Histogram Select node a lot.
Because the slider editor is too uncomfortable to pick a specific color, I always change the editor for Position value in Histogram Select node.

When the editor is the Color mode, I can pick a color with color picker. This is really easy way to select a color, and it gives me more accurate value. In addition, It still has the slider too.

Changing the editor of a node every update is quite annoying. This change will make the node literally select a value.

Based on my knowledge, -0.5^2 is positive 0.25. While I'm building my own FX map, I noticed that substance pow function does not gives me 0.25. It gives me 0. When the X value for pow function is lower than 0, it always gives me 0. x^3 works same.
If I want to have -0.7^3, I expect to have -0.343, but it gives me 0.

Am I missing something?

While I was making my own procedural alpha in substance designer, I made a variable name(identifier, not lable) 'hardness', and imported the published .sbsar file into substance painter.

Than, I can adjust hardness by Ctrl+Right+Vertical move.

I think that there should be more overridable name for substance painter, but I couldn't find any info about this.

If i could assign custom shortcuts for empty key(currently assigned no function on key), that will be really helpful.
I'm using macro keyboard(G13 from Logi) and Autohotkey for my own shortcut.
(hit space-bar, type the name of node, enter in sequence)

For example, if I assign level node on L for substance graph, level node pops up, and float 1 node on 1 for function graph, get float 1 pops up. It means that the separated shortcut tables for each graph will be the best.

Currently assigned key must be excluded from editable key.( Ctrl S, Ctrl C , etc)

while I'm working with FX map, I made local variable in Pattern Offset section, and tried to use it on color/Luminosity, and it doesn't work.

So I made a lot of changes to move the logic making the local variable to the color/Luminosity section.
Then It worked.

This situation gives me a wonder.

There is a specific calculation order in FX map. But which order is the correct order?

Just top to bottom?

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