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Messages - kingtobbe

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1
This means you probably have your settings set to use substance engine v6, while this node is only supported in v7.

You can change this here: https://support.allegorithmic.com/documentation/sddoc/project-preferences-107118596.html#ProjectPreferences-CompatibilityMode

2
Looking at the graph for it quickly I think Corona 1.6 uses squared glossiness (gloss*gloss) vs glossiness. Or the opposite.

You can open the graph yourself and inspect it properly right clicking on the node and selecting "Open Reference".

3
Substance DesignerSubstance Designer - Discussions - Re: cracked version?
 on: April 14, 2019, 04:00:03 pm 
Lol not the post I expected when reading the topic.

Anyways impossible to answer this question without knowing exactly what you previously used. If you feel uncertain do a clean install.

4
Yes, you can use a bevel node on the window shape then use a histogram scan or gradient map node (or both to allow for some user control) to dial in the exact range you want and voila, you will get a mask you can use.

5
Use a blend node and play with the values until you get a result you are happy with

6
The bottom of this page sums a lot of the maps up (from an SP perspective): https://support.allegorithmic.com/documentation/spdoc/creating-export-presets-98959398.html

7
Guess you could try and edit the qml and qss files if its really that unusable for you currently.

Never tried that myself but it might work good enough for the worst stuff (but likely will break things - just offering some straws to grasp at :))

9
You probably can't set a default color using userdata for mesh maps. Also you probably want to use a color input for the normal color using the user data to set the color instead of a uniform color, that way it can be picked up by SP as a legit input to use.

Not sure if this would work but i would try to make a subgraph with the three nodes you have and then set an normal_base output and usage and replace the ones you have now with that subgraph.

And yeah you could use a if else scenario.

Something like if input a has only alpha information (W) then do input b. Read here for some other ideas: https://support.allegorithmic.com/documentation/sddoc/visible-if-display-hide-inputs-and-outputs-with-conditions-102400063.html

Edit: Page says they will only work in Designer, this isnt true anymore since version 2018.1 or so. :)

10
Substance DesignerSubstance Designer - Discussions - Re: Find duplicated nodes
 on: February 16, 2019, 03:51:00 pm 
You probably need to dig into C:\Program Files\Allegorithmic\Substance Designer\resources\python\sd

And check the available defines etc (or whatever its called in the abomination that is python :)).

11
You basically just need to add a custom input somewhere in your graph that can be picked up by painter. Several of the default filters and generators does this. From memory the rust fx one for example so looking at its graph should give you a pretty good idea.

EDIT: To clarify, anything in painter with an anchor will be able to be picked up by your input, so from designers pov all you need is an input to utilize from painter. Afaik there is no special identifier for anchors. If you want to make it clear to the user that they need to paint in an a certain layer you could always set that up in painter (ie. a layer called "PAINT HERE") and then save it all as a painter tool or smart material.

12
Try using the bevel node instead, should give you a similar result but with more control over smoothness. Or you could just output the difference and blur that and blend it, but that would add another 3 nodes or so. Another solution would be editing the distance node and adding in some blurring options, unsure how the node is structured though.

13
Unless they have included an sbs you can't see the data (this is by design to protect your data).

There are lots of tutorials out there, however the ones I can recall atm aren't free.

Here are a few resources:

This is a really cool filter/node:
https://www.artstation.com/artwork/5rb9W
(more about this one on https://80.lv/articles/hand-painted-filter-for-substance/)

Another great tutorial that personally taught me much is Daniel Thigers generator focused episode in his recent series of tutorials: https://www.artstation.com/artwork/oOXnlz
Highly recommend this one, even if you aren't interested in signs specifically. You should be able to make any kind of generator you can think of after watching this.

Shows how to make the stylized effects practically: https://www.artstation.com/artwork/46rg8

This one is also pretty good and has graph for you to peek at: https://share.allegorithmic.com/libraries/1102

YouTube tutorial: https://www.youtube.com/watch?v=rQEa931APwU

Using smart material to create this effect: https://www.artstation.com/artwork/ZwORx

Another YouTube tutorial that focuses on how to create the actual effect you might be looking for: https://www.youtube.com/watch?v=lTNznnLGdYs

Yet another on how to make these materials from scratch:
https://80.lv/articles/stylized-textures-production-in-substance-designer/

15
Happy to hear!  8)

Honestly only reason I knew is cause I managed to do that myself once. Took 2 hours of prowling the settings to figure it out (limit was at 4x4 then).

I have no re-collection of ever touching that setting, in fact I'm sure I haven't. But options are "scrollfriendly" on hoover and I typically scroll through the options UI as the window lists are so small and it's faster to navigate like that.

So likely that is what happened in my case and perhaps in yours too.

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