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Topics - teto45

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Let me explain. The idea of this tool is great. And how it works, the workflow. But my problem with it is that the result is not satisfactory. At least for me.

What I don't like : You start with a material (typically the one you give for the tutorial, from many photos of the same fabric under many angles) that has many variations of colors, tints and so on. Then you produce a variation from a photo (by choosing 2, 4, 5, main colors) and bam, new material.

The big problem for me, is that variation doesn't reproduce the gradient, subtle changes of colors in the original material. For a pixel, its color is white, blue or red. No orange, no blueish variation. Red, blue, and white, period. Good enough for distant material, but that's all.

For me this feature won't be a good reason to buy Alchemy (but creating a material from a photo, yes), and must be improved imho.


I have 2 quick questions, about function nodes:
- Cast nodes, how do they work? Example I'd like to cast a float to an integer, to cut decimal value. If I cast 23.6, the integer value is 23? 24? Am I right if I say that 12.2 becomes 12 ?
- Also If I "write" with modulo node: 12 % 2 the result is 0, right? Just to be sure, documentation lacks examples.
Just one last question:  if I have a float2 like [2,3] and add another float2 [7,5] (with the node add) the result is [9,8] ? So, by extension : [2,3]*[5,7]=[10,21] ?

Thanks for you answers!  ;D

OK, it seems that MDL has a different philosophy than actual material that are used in many software, like renderers or games engine.

So here my dumb question: will it become a standard understood by "everyone" and will be integrated widely in others software like UE4? If it's for creating materials that can be used by a specific renderer, aside the intellectual completion, it's useless if you want to use them in a game engine and you can't. In short, MDL will be use in UE4 soon? Someone in the Allegorithmic's staff (or someone who knows the subject) can answer about the future of this technology (that is terrific, for sure)?

Here is me first about mys substance things. But before showing materials, I must learn Designer well. So I started by doing some functions and nodes. They are all on Substance Share. By sometimes for a reason they aren't and I think that it could be useful to share anyway, so I'll post them here.

My workflow starts with heightmaps, for every substance that doesn't come from a photo or an imported image. And the heightmaps are useful for creating masks and the normal map, and you can mix many heightmaps without problem. Except that sometimes I didn't find what I wanted for mixing or adjusting (see below).

All functions I made so far:
- Clamp_Float :
- Percent2float:
- Transform_by_2_intervals:
- Pixel_Value:
- Position2pixel:
- isPair: (very script kiddy this one  8) )

All nodes:
- ByPass_Alternative:
- Elevation:
- Elevation_Advanced:
- Heightmap separator:
- Invert_color_2:
- Masked_Edge:
- Max_Value_Grayscale:
- Min_Value_Grayscale:
- On-Off_Grayscale:
- Stack:
- Stack_auto:
- To_the_ceiling:
- To_the_ground:

I've created this topic also if you have questions, remarks and so on. Don't hesitate. :)

I made 2 graphs, A and B for... reasons.  ;D
A is contained in B, I want to share B.
Do I have to share A too, or the graph B that I want to share has all needed to work as a stand-alone on another user who doesn't have A?

Thanks!  :D

So, I post my suggestion here (I took the mail adress in the Getting_Started.pdf available on Share) :


I suggest a new sub-category for filters : Utilities or tools.
I make filters that have no purpose except to keep information that I
need later.

For example I made a node that produces a grayscale image that has the
lowest value of another heightmap image. This node is not a blending,
adjustments, and so on. It's just a tool, or utility.

OK. It's not really a bug, but maybe something that could be handy if it becomes a feature, or it's just me that haven't understood everything yet.

I know that we can set a variable in the "Base parameters" of a function, to use it inside a node or another function used in.

My goal is to know the highest point of a heightmap, and its lowest.
So I thank about a "pixel processor' used for this, you can see it (with the red time) in SD_00.png.
I made an empty function in "Output Size" and set 1 variable, "min_value" (SD_01.png)

And then I edited the pixel processor and tried to know the highest value of the heightmap (SD_02.png). For each $pos I compare the min_value to the value of the pixel, and if it's "higher", I change the value of the variable.

Here is my problem. The thing didn't work. So I tried many things : declaring the variables inside the pixel processor, and not declaring it.

So, in SD_02 when I set the output node :
- like in the image: the output is black.
- The node "if....else" on its left : the value declared outside (see SD_01) is used (=0.4).
- The node "sequence" on its right : the value declared above (=0.561) is used.

Of course, the engine doesn't like having many variables with the same name, so you have the result shown in SD_03 when you close the graph and you re-open it after.  :o But I tried all I said without this naming mess.

So my questions are fairly simple :
- We can't change a variable during its use inside a Pixel processor ?
- If it's a no, how can I know the highest/lowest value of a pixel in a grayscale bitmap ?
- If it's not possible, can we hope a future node with these kind of stuff, or built-in variables like $min_gray, $max_blue ?

Thanks if you can answer my questions.  ;D

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