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Topics - Deck13

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1
Hi,

I want to drive the scaling of a pattern/noise/grunge by a greyscale mask or by a vector map.

F.e you got a gradient map/texture..one the light values the scaling of the pattern is bigger and on the dark values the scaling is smaller.
How can I achieve this within the Pixel Processor?

Thx

2
Hi,

Is it possible to integrate a better FX-Map debugging to SD?
The topic was already mentioned here:

https://forum.allegorithmic.com/index.php/topic,10203.msg48589/highlight,pattern+offset.html#msg48589

Would be cool to get error messages/warnings, instead of a memory overload or function loop, which kills the engine (node computing).
It is a bit tedious atm to close SD, kill the app in the task manager and restart SD.

Thx

3
Hi,

I was pretty amazed by Brad Smith's presentation regarding filters in SP:

(27:38) https://www.youtube.com/watch?v=MmJrH2n1_bI

There is no documentation or a tutorial regarding custom channels affecting filters etc.
I really would appreciate, if you guys could make a tutorial due to this topic.

Thx

4
Hi,

is there a way that "visible if" works for input nodes?
If a substance or textures gets loaded in the input slot, certain parameters should be visible.

I could use a switch node and use the boolean as an enable/disable button, but that's no automatic detection of an input/content.

Thx

5
Hi,

let's say I got two materials blended with a procedural mask and I want to use this as a substance in Painter.

Within Painter I want to break up the procedural look of the the substance with a second hand painted mask.
Is it possible to create an "input" in Designer, which detects the mask in painter - thereby I had dynamic access to the two blended materials of that substance?

Thx

6
Substance DesignerSubstance Designer - Discussions - Float2 and Random
 on: January 21, 2017, 11:27:24 pm 
Hi,

how can I randomise float 2 values (f.e x and y) and lock the values of x and y, like x and y = 3.
If I use "Random Uniform Float 2", it will randomise x and y as individual values.

For scaling, f.e the shape gets stretched, but I want to have an uniform scaling (x,y) of the shape.

Thx

7
Hi,

how can I add non-baked details to the position map?

"Non-baked details" = height/normal shapes generated in substance designer.

I've tried to extract the blue channel from the normal map and tried to blend it (also tweaked with the levels node) with the blue channel of the position map, but I still get distortions with the "tri-planar node" on the non-baked areas.

Thx

8
Hi,

it seems with version 5.3.3 the progress bar is gone while baking.

Best regards

9
Hi,

If you bake normal maps with the baker "normal maps from mesh", you can't select a normal map orientation for world space maps.

Within the baker "world space normals", on the other hand, you can select the normal orientation.
I always assumed the normal orientation is only relevant for tangent space?

So, which settings are the proper ones, if I want to convert a tangent space map (DirectX) to world space?

Thx

10
Hi,

since version 5.2.2 the baker for "World Space Direction" doesn't work anymore.

All bakes render full black or empty (full transparent).

Some of the core features are pretty buggy since version 5.x.x:

- Merge/Split RGB Nodes (save crash)
- Broken bakers

11
Hi,

Would be a pretty time saving feature, if there would be a separate property tab for the 3d view features docked to the "3D View", because you always have to share the graph/node properties with the 3d view properties.

12
Hi,

Since version 5.5.0 SD crashes directly after save operations, like on every 10th safe.
The files are not corrupted, they get saved properly.

Never had issues like that with previous versions.

Thx

13
Hi,

Just installed 5.5.0 and this build gets installed in a new folder called "Substance Designer 5".
Previous builds de-installed the old build and have been installed in the same folder.

So I guees 5.5.0 got a new folder structure due to the new MDL features?

Thx

14
Hi,

You can convert (rebake) "WS normal maps" to "TangentSpace normal maps" with "World Space Direction" within the Baker.
Is it also possible to convert "TangentSpace normal maps" into "WS normal maps" like in XNormal ?


Thx

15
Hi,

Is it possible to replace ghost nodes?
I renamed some nodes due to a better library overview and I don't to want to replace every node manually in the graph with the old naming.

Thx

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