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Topics - Palirano

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The Substance Plugin for 3DS Max is supposed to make every conversin necessary to make my SBSAR file into a Vray material, but it doesn't create the necessary nodes.

This wouldn't be a problem if I knew what convertions needed to be done, but I don't. Can someone tell me what the nodes it is supposed to create are?
Thanks in advance

Substance DesignerSubstance Designer - Discussions - Average color
 on: March 16, 2019, 01:25:12 pm 
Is there a function for getting the average color of an image? It's quite resource intensive to blur it an insane amount.
Furthermore, can I get the average color within a mask?

Substance DesignerSubstance Designer - Discussions - 8K Sbsar export
 on: March 01, 2019, 10:54:01 am 
I'm making materials for unreal. The ones I get from Substance Source let me go up to 8K resolution, but my own authored ones only go up to 4K. Can anyone tell me why?

I often find myself wanting to export an animation. I render an image or export my maps, then I turn a slider up 0.1, and repeat. Doing that for 60 images just isn't very economical.

I'm sure scripting is the way to go, but I can't for the life of me figure it out. I've never written a script and I can't find any tutorials for it either. Do I have to learn Python from scratch?

Does anyone know how to do this?
Thanks in advance
- Robin

NASA has a beautiful collection of satellite photography showing how the climate is changing. Just because the shapes look awesome, I made a small exhibit of some landscapes. They're on a website, so scrolling does transition between the before and the after of a catastrophical change.

Here's the site:

I'm not a web designer, and so the site only works well on full HD screens (1920 x 1080). Especially the very last material, which you drag from side to side, which breaks on any other resolution.

And here are the materials:

(All created and rendered in Substance Designer)

I want to share my graphs with someone who doesn't have the newest version of Designer. Can I save for a previous version?

Hey, I came over a few posts from 2015 with mods saying we'd get random shapes for FX maps in SD 5. Unless I'm missing something it doesn't seem to be in yet. Is this still a feature we can expect?


So I got pretty close. My Substance Designer mountain doesn't look terrible, (It's the red mountian below,) but there are a couple of things missing. The biggest problem is the lack of channel erosion. That's the pattern that looks like the first image. So I'm asking all you Designer gurus out there: can I achieve this pattern? Can you get those streaks without a simulation?

I've been trying to expose a float 4, but only giving access to change two of the values.
I'm guessing I need to have a float2 exposed, and somehow combine it with two constants in a function graph, but I can not figure out how.

Hey, I'd love to have some basic logic gates in my "visible if" condition. To be more specific, I want this:
If NativeNormal=false AND ChamferNormal=true
I'm guessing it's possible and that I'm just not getting the syntax right.

Substance DesignerSubstance Designer - Discussions - Detecting user input
 on: March 27, 2018, 07:12:22 pm 
So I want to make a user-friendly node that distorts an input material.
I want it to be able to detect whether or not a curvature map has been plugged in. If there is no curvature input, the node will generate one, but I don't want it to generate anything if it doesn't have to.
Is there a way to automate it?

I am in the process of making a glitter normal. My method is to generate some height variation and feed it through a gradient map with some sampled normal colors. This may not even be the best way to do it, so I welcome suggestions. But the issue appears at the edge of the flakes. A fringe effect. It looks like the normal there is reset to a straight-ahead—probably because of some sampling. Does anyone know what's going on?

(UPDATE) I now generate the normal flakes using an RGBA combine node. More efficient, but the problem persists.

One of the images that inspired me to try Designer was this one, by Chris Hodgson:
It's a voronoi pattern, but it has tentackles! And they somehow stick out of the vines. Does anyone know how he achieved the effect?

I'm using the Substance to Max plugin, (reinstalled and updated) which used to work well, but now it won't convert the maps into Vray or Arnold materials.

The message I get is "Please select a Substance node in the slate editor," as the node is shining bright under my cursor.

Substance DesignerSubstance Designer - Discussions - A rainbow finish
 on: November 30, 2017, 09:53:56 am 
It appears that anodizing stainless steel can give it the look of oil rainbows. Occasionally you see it on cars, and it's fascinating how the colors change as light moves around the surface. So making this in substance designer--that would be cool. I have tried to use custom curves in an MDL material to specify faloff colors, but it doesn't look quite right. Does anybody know how to achieve the effect? Or at least how this works in real life.

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