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Messages - Christian Halley

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I am a student at university and do a lot of face to face networking.  I feel that one of the best things to have handy for showing off my substance Artwork  is an on hand tablet.

So I was curious what suggestions people have for a tablet to show off work? Obviously a high resolution is a must, and to be cost effective is desirable, and for it to be fast enough to render images and flick through libraries is also fairly important.

Also, are there any good apps that are good for showing off substance materials and models outside of my artstation account in person? Or is artstation a good standard.

Any advice would be amazing! Thank you.

No worries, I really appreciate you lending a hand. I'll keep looking :)


As I said, I'm looking to render the animation. Either out as a sequence of bitmap images or a video (I don't mind which)
I am not intending for this piece to be implemented into any particular software, and it doesn't really serve any purpose other than to just look good.

I can export out all the maps, but I have little use for them, since there will be 210 images (One for each Output, and frame for the animation) and not anywhere to put them.

Not to mention it looks absolutely stunning in Designer with the I Ray renderer, tessellation, etc. And looks really shoddy in Player, since there are barely anywhere near as many options for high quality rendering.

I Don't know if there are any other renderers that would be cut out for this sort of thing. But it just seems a shame that everything is already complete in designer with all the rendering settings I want, and yet I can't complete that final step of rending each frame.

So, I finalized my animated substance today. I know it now works, but the only issue is: how do I render it into a high quality video, or even a sequence of bitmaps?
Substance player seems close, but it can't output it, or even render it to a satisfying manor, since it renders everything over again when I play it in the time-line instead of baking the animation.
Does anyone know of any good ways to output and render an animated substance?

I second this. When I play mine in the Timeline it's just super laggy and doesn't do the animation justice. Is it possible to bake it out? Anyone?

Okay, so I did some digging, and it seems that I was misinterpreting the purpose of the FX Map node.

It's also much simpler than I realized. The Param that I want to animate seems to just need to be exposed, and I can manipulate that Param using other packages such as substance player.

This should be a very simple question to most, but I am just now touching on the FX node and need a hand.

I am attempting to create an animated material, and I simply need a way to drive the "Disorder" parameter on my Perlin noise node from 0-1 over the course of a few seconds.

I have seen people making animations with an FX map node, and they are delving into very complex stuff, when really all I need is to drive an existing parameter. I can't figure out how to get a hold of the parameter. Modifying it should be easy enough, but I am not very well versed in the limitations and capabilities of the FX map node.

Any ideas? Thank you!

Ah Perfect! For anyone else who is curious: I Then proceeded to plug my "Perlin Noise" into the "Colour Map Input" on the "Tile Sampler", afterwards just ramp up the "Colour Parametrization Multiplier".

Thank you Vincent.

Okay, so this is quite an oddball question. But to put it simply: I am attempting to create a packed hexagonal tiled pattern (easy enough), the catch however, is that I want each Hexagon to be a different shade of grey, However (however), I need the shade of grey to be determined by a Perlin noise node, the shade sampled by each individual hexagon, relative to its position in the frame.

Sure, I could use a flood fill > Random Greyscale node combo, but that wouldn't suffice, since the Perlin noise node has important relative data that I must utilize for this pattern, and they greyscale values can't be random.

Here is an Image of a close success I had

To explain what is going on: I created a tiled grid of tiny discs. I then treated them as pinholes that would sample a tiny area of perlin noise, I proceeded to use  a"Distance" node to complete the hexagon shape (that: due to the arrangement, would form perfect hexagons). The issue being, and why so many strange artefacts occurred, is because even though the holes were tiny, they captured the slight gradient that perlin noise ultimately consists of, which then causes the Distance node to assume that the slight gradient was part of the shape.

I have tried shrinking the "Shape" to a single pixel, however, this was unreliable, buggy, and wouldn't work with further parameters, such as those that would increase/reduce the number of tiles.

I feel that all I need at this point is for each "pin hole" ,as I described, to be converted to a flat (or average colour).

Will I need to learn how to utilize the Pixel Processor Node for this? or is there a simpler method that I am not seeing.

Thank you!

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