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Topics - mabuffaloe

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Substance DesignerSubstance Designer - Discussions - Tiling scan data
 on: September 11, 2018, 02:16:52 am 
I'm trying to create a tileable stone from scan data and wanted to see if there was a way to adjust the smart auto tile node to work both horizontally and vertically.  You can see in the screenshot that I'm getting a decent result for tiling horizontally but it's still got a harsh seam in the vertical direction.  Should I be using a different node besides the smart auto tile for this?


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I'm trying to process some scans and make tileable materials out of them, but I don't think I'm understanding how the Material Crop or Multi Crop nodes work.  I use the handles to adjust where it will be cropped, but the image underneath shifts to a random new location after every adjustment.  In the attached image you can see that in the top image I needed to crop out the parts that were transparent so I moved the crop window down and lined it up within the actual image but when I was done, the image shifted upwards and the window stayed where I'd moved it which was also incorrect.  Any idea how I can fix this?


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I'm trying out the Smart Auto Tile node with a photoscan I did of some cobblestones.  So I'm throwing the worst possible case at this thing for a test :)  I can't seem to get the material to tile properly, but I'm not sure if it's just that I'm not adjusting the node correctly, or that it's not a good workflow for something like this.  Should I be able to get this to tile through Substance Designer or am I thinking about this incorrectly?  Hopefully the image gives you enough to go on:


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I'm trying to follow the aged wood planks tutorial here: https://tutorials.allegorithmic.com/courses/01229d3d82a6bde31c283e1a7a244765/youtube-vLz8ZyduQi0

I know there are a few issues following this one using 2017.2 but I can't seem to figure out how to fix this one.  When I'm creating the base shape for the planks in the tile generator, the normals get a bunch of banding artifacts that I can't seem to get rid of:



Any idea what I'm doing wrong here?

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I'm sure the answer to this is somewhere on this forum but I just can't find it  ::) I'm doing some photoscanning and want to bake my diffuse exported from Agisoft onto my low res mesh.  I usually do this with XNormal by plugging my diffuse into the "Base texture to bake" slot but I would love to find a way to be able to do this in Painter.  I was able to do it in Designer by adding my diffuse in the "Transferred Texture from Mesh" baker parameter so I'm hopeful there's a solution in Painter too :)

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I was just reading this article about how Allegorithmic's scanned materials are done:  https://www.allegorithmic.com/blog/behind-scenes-substance-source-s-scanned-materials

I'm playing around with the new scan processing nodes myself so I was wondering if the custom nodes for height correction and color de-lighting you show in your Maps Processing breakdwon were going to be made available soon or if that is something that exists already and I'm just having trouble finding them in Designer.

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I'm using the gradient picker on a bitmap, and although I see a nice gradient on the actual Gradient graph under Specific Parameters, the Gradient Map node shows basically one color.  I'm just using the eye dropper and grabbing colors off a bitmap.  The Gradient Map node is set to color.... any idea what I might be doing wrong? 

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I just downloaded the 30 day trial of Substance Designer today and I'm trying to load a few example sbsar packages, but one of the files loads up with something different in the 3D view every time and never loads the graph.  Is there something I need to do to get it to show the graph?

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