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Substance Integrations - MODO - A offer you can't resist
 on: April 25, 2014, 04:28:01 pm 
Hi guys

You may want to update your store page on the The Foundry website. It's still marketing Substance Designer 3.6  ;D

Hi there,

I've got a problem with procedural noises. They generate nicely at a resolution of up to 2048x2048 or 4096x2048 or 2048x4096. (On CPU it's only max 2048x2048 of course.)

When I switch to the GPU engine and set 4096x4096, my graph using the noise is taking ages (15-20 seconds) and the result is very different from what I would expect. Non-square combinations like 2048x4096 or 4096x2048 are very fast and look correct.



Non-square example 2048x4096

You can download the example scene here:

I'm on OSX, 16 GB Memory, Nvidia Geforce GT 750m.

Any directions on how to get around this are appreciated. If I could bake those maps out (even only once) I would be fine.

Many thanks

Substance DesignerSubstance Designer - Showcase - Dynamic Dirt and Grime
 on: April 17, 2014, 07:21:47 pm 
Hey guys,

when I started with Substance Designer I thought the showcase area was a bit thin. Back then I was not really sure what other (beginners) were able to create with Substance Designer. Fast forward some months, I feel that I can now add something to the gallery.

I created a graph which allows to add dirt and grime that is generated from colored noise. It is dynamically applied to a base diffuse/albedo map masked by a world space normal map. In it's current state you can configure if you want the dirt accumulate from bottom or from top. This is done by selecting the correct color channel from the world space normal map (and inverting it in case of bottom up dirt).

It's definitely not something which is not already in the Substance Designer palette of nodes. But I made it myself by creating functions. I like SD so much because it gives you the flexibility to virtually do everything you can think of. Thanks Allegorithmic for creating this top notch product!

Download Substance:

Short 'tutorial' of what it does with more images:

Hi everyone,

I created a substance with multiple Color Image Inputs. I'm using custom functions to be able to switch the flow of the processing/blending. I don't know how to check if a (color or grayscale) input is empty (preferably in a function).

Is this possible or is there a workaround?

Many thanks

Hey all,

I already posted this on the Unity forum, but did not get a solution so far. Would you mind following this link?!/page26?p=1475459#post1475459

Basically it's Unity (the Substance integration) overwriting my specular alpha channel with b***, even when checking 'generate all outputs' and setting the alpha of  the specular output alpha to 'Source(A)'.

Any help is appreciated, as this drives me nuts.  :-\

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