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Messages - kingtobbe

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1
Like I said I'm not sure what I was doing when when making that node and math is not my strong suit haha  :D
Made it for a friend who needed something for bullet texts and it was actually part of a bigger node originally.

Anyways as you say, adding a few spaces and perhaps playing with the text size might help you get a better result. I've seen people in the substance discord use gradients and warps to get a bit more uniform curved text so that's another approach you could try.

(Since the text node is an atomic node perhaps some kind of "type on path" like illustrator has would be possible in the future)

2
This might help you - like Vincent said - cartesian to polar should do the trick decently. This node is basically me semi-blindly re-using the math from the cartesian to polar node to add a bit more customization for curved text. Most likely someone smarter like Vincent or Nicolas could make something more sophisticated  :)


3
Substance DesignerSubstance Designer - Discussions - Re: Hide Outputs
 on: August 22, 2019, 07:35:02 am 
I'm not familiar with UE4 so not sure what it supports in terms of sbsars (i know there are some deviations between how apps interprets sbsars).

However this works in painter at least: https://docs.substance3d.com/spdoc/user-data-140902410.html
The last part might be of interest for your although it wont be as dynamic and automatic as you might prefer (afaik there is no way to automatically detect application):

Disable an output by default

When adding a substance into a slot (like the material slot of the tool of a fill layer), it is possible to specify via the metadata text field to not enable a specific channel :

    On a specific output node (like a material) : disable=(true)
    On a generic output node (like a filter) : disable=(height,diffuse,specular)

When loading the substance, this channel will not be enabled in the user interface and therefore will have no effect in the layer stack. The user can still enabled back the channel.

4
Change these to 16bit and it should solve your issue:

5
You could try something like this:


Too lazy to make the proper shape you want, but that should give you a decent start (perhaps you would prefer to make the shape in designer from scratch 8)).

Not sure how to share files directly here on the forums so here is a link to the graph: https://1drv.ms/u/s!Ai4z0jNsozEn0PlsAzIHhLDKMC655A?e=uutOni

PS: This and other techniques for similar stuff is something I've picked from Daniel Thiger's tutorials (he has tons of paid ones that are well worth the cash). Definitely recommend you pick some of them up.

6
AFAIK there are no anchorpoint usage / id. You can basically apply it to any custom input, you are basically creating a input node reference on the fly in painter with it (if that makes sense).

For current usages / ids:
https://docs.substance3d.com/spdoc/channel-specific-filter-140902406.html
https://docs.substance3d.com/spdoc/mesh-map-140902415.html
https://docs.substance3d.com/spdoc/mesh-based-input-172824043.html

Unsure which filter you are referring to, perhaps it's graph is available in: C:\Program Files\Allegorithmic\Substance Designer\resources\packages

Almost all painter stuff are available there aside from some of the matfx and the new mask generator.


7
I have no definite answer but what you are describing sounds pretty close to this https://docs.substance3d.com/sddoc/fx-map-using-vector-maps-102400081.html

8
Substance DesignerSubstance Designer - Discussions - Re: Hide Outputs
 on: August 15, 2019, 03:36:59 pm 
You could use a boolean toggle to toggle "ue4 mode" or some such. Check out https://docs.substance3d.com/sddoc/visible-if-display-hide-inputs-and-outputs-with-conditions-102400063.html

9
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

10
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".

11
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.

12
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.

13
Use a blend node and play with the values until you get a result you are happy with

14
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

15
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 :))

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