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Messages - Esger van der Post

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This isn't really a thing you can overcome in substance designer.
Designer outputs bitmap textures (and individual nodes are treated the same way), so just like with any other texture you will have these repetitions.

There are some ways to deal with repetitions, but these should be tackled inside your final application (3d software, game engine etc.) These are some options:
- Use decals (to cover up obvious repetitions and add new details)
- Blend 2 or more materials together (this will require specific shaders, that some software comes with by default, but for others you can often find something online)
- Adjust obvious tiling parts of the texture to make them more generic (In your example this wont work, since the damaged parts are very visibly unique features)


This is an issue caused by using the wrong bitdepth.
The graph for your heightmap, and everything else before your normal and ao nodes, should always be in 16 bit to prevent this kind of stairstepping.
The 'L8' below the blend node indicates that it is in 8 bit. This is most likely caused by an earlier node lower down the chain being in 8 bit for whatever reason. (possibly because a node's main input has nothing attached to it)

Substance DesignerSubstance Designer - Discussions - Re: marble tile
 on: September 08, 2020, 12:16:30 am 
Absolutely. You can look on substance source if you want to have a rough idea of what's possible.

Floodfill works best with images with solid black edges end white 'islands'. You can try using a levels node to get the edges darker and the rest lighter before plugging it into a floodfill node.

Also, designer has this type of pattern built in (cells 2), which may be a better starting point in the first place.

You can't. The sliders are part of the widget.

There isn't a hotkey that does this, but this might work for you:

In the top right of each panel is a pin, which you can use to keep a panel open.
When you click something else at first it will open a new tab on top of the pinned one which does keep refreshing, but you can drag the pinned tab to a different place to keep it directly accessible.

There is also a node simply called "perlin noise" (without the 3d-)
That's probably what you're looking for.

Can you take a screenshot?
Visuals always help a lot to pinpoint the problem :)

Hm, not sure what happened there.
It should at least work in more recent updates.

This type of pattern is very difficult to produce purely procedurally.

However, Jonas Olesen recently released a node for free that can produce some very good results, though it may take some time to get the exact results you want.
As far as I'm aware this is currently the only procedural solution out there.

Realisticly, the only other option is to first draw out the pattern in black and white in photoshop or some other 2d software.
Of course you could manually arrange square shapes in substance designer as well, but this would take a lot more time and has no real advantage.

This definitely doesn't sound like a common workflow.
Building up a heightmap and using the end result to generate your normals and ao is generally easier and keeps your height, normals and ao correctly matched with one another.

I really only use normal blending to combine my normal map with baked normals and occasionally to add very subtle normal detail like scratches or some fine noise.

Also, if you want to make a heightmap out of a normal map: use the normal to height node, not curvature.
This is mostly just used to process scan data or when you have a normal map image but no heightmap.

There are nodes for setting up inputs and outputs for your graph:
- input colour
- input grayscale
- output
You can further manage them at the bottom of your properties panel (like changing their order and which one is the main input)

This has to do with the "link creation mode"
You're probably on material mode, where it will try to connect inputs and outputs based on its specific usage.
On standard mode you can connect everything as you would expect.

I just updated my license (version 2018.2.2)
Wait, do you mean you're using 2018 now, or did you update to the current version (2020.1.3)

The tab option was only added somewhat recently (Maybe in the last year or so, I'm not sure exactly)
Before that it's always just been spacebar.

I read (...) that designer relied more on the processor.
I'm afraid this isn't true. Substance designer ideally runs on a dedicated gpu.

However, there is a cpu engine, which you can switch to through tools>switch engine>SSE2
This will allow graph computations to work on the cpu. The 3d view will still run on your gpu however.
Sadly there are a few restrictions to the cpu engine. A couple of powerful nodes like "flood fill" and "shape splatter" will not work.

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