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Messages - Palirano

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That looks great!

Here is the reson to not only use the shape splatter

Substance DesignerSubstance Designer - Discussions - Re: Colored Roof Tiles
 on: April 18, 2019, 06:01:21 pm 
Behold, the Tile Sampler:

In fact, when making that I realized you can do the exact same thing much simpler with a blend node. Just in case you don't need a function graph to control the whole thing.
Hope this suits your needs!

I see! Well I think you'll want to recreate the directional warp node as a pixel processor. That way you get full control over the intensity parameter. Luckily that's not too hard!

You'll see my graph is very similar to yours, but I replaced the directional warp:

And this is what it looks like inside:

Just to see if I understood the behavior you wanted, I recorded an example:

This color can drive the warp node as long as you want a linear relationship. It won't write a variable, but certainly is predictable! The value you set in the warp node will be the maximum. The minimum will be 0, but you can change that with a levels node.

Substance DesignerSubstance Designer - Discussions - Re: Sea Glass Texture
 on: April 18, 2019, 04:45:07 pm 
What gives this sea glass its distinctive look is that light scatters inside them and makes them sort of "glow". In 3D you use subsurface scattering to achieve that.
The renderer inside Substance Designer can't use subsurface scattering, but it can make the stone shapes. So here's what I would do:
Find a pebbles or gravel tutorial for Substance Designer. Tweak it a little bit to get the nice round shapes from your image.
Put it in the 3D package you use, like 3DS Max, Modo, Blender, or Cinema 4D. If you have a physical renderer, then its materials probably have an SSS parameter. (That's subsurface scattering.)
You can either turn that value completely cyan, which will probably work, or you can make a map in Substance Designer. That map should have some slight color variation, and get darker towards the bottom.

Hope that helps!

Here's how I would drive a warp with a gradient like you are:

First I reduce the size of the gradient to 1x1px (using any node,) and then plugging it into the warp. If you have no white pixels coming in, the color will be black. If they are all white, then the output is white.

This works because the average color coming out of your 1x1 node will directly correspond with the position of your white stripe. If you then set your warp node to 100 for instance, the strength will be 100 if you input solid white, but only 50 if you input 50% gray.

Hope that helps!

Oh, well I wouldn't know how to detect that kind of 90° rotation. You could possibly solve it by testing for difference between preset rotations or something, but here I think it's much easier to set up a simple switch for the user to rotate the map the right way.
When it comes to the non-square logo, I would imagine the easiest thing to do is stretch out the image just the right amount before squashing it down into the rectangle.
But I can't leave without saying that this probably isn't the right way to solve your problem at all.
Ideally you'll control your UV space so that aligning the logo won't be a problem. Remember, you decide where the unwrapped polys go!

In case it helps, I'll leave a screenshot of my attempt at detecting some form of rotation. Perhaps you'll glean a useful technique.

Good news! Detecting rotation and fitting into a non-square aspect ratio are both possible.
I'll try to make you an example soon, but it might help to know how you're going to use it. Just so I don't do anything that doesn't apply in your challenge.

A little late, but I think the best you can do is to duplicate the nodes. Or worse, take a screenshot of the gradient. It'd be nice to have a save feature, should be pretty simple to write existing data to a file

If I understand you right, I think I might have a solution. You use the Gradient (Dynamic) node:

It samples an input gradient image. Here I made three different presets that I can cycle through with the multi-switch.
If you save these gradient images, you can use them anywhere you want later.

I hope I'm understanding you correctly.
Let's say these are my color IDs, and I want my logo to fit within the red square:

You can generate a UV for that color ID, and then map your logo with that UV later. This is how you can generate a UV for the red square:

Now I'm going to use a very simple pixel processor to map my logo onto that UV:

Here's my function for the pixel processor:

There might be a node that does what my pixel processor does, but I can't find it. It's called something like "UV lookup" I think.

This graph will always map your logo onto the red surface, regardless of the surface size and shape! If it changes size, the logo will change size with it.

I hope that helps!

The Substance Plugin for 3DS Max is supposed to make every conversin necessary to make my SBSAR file into a Vray material, but it doesn't create the necessary nodes.

This wouldn't be a problem if I knew what convertions needed to be done, but I don't. Can someone tell me what the nodes it is supposed to create are?
Thanks in advance

Substance DesignerSubstance Designer - Discussions - Re: Average color
 on: March 17, 2019, 09:51:49 am 
I do get the same result as you with this setup, so it's been super helpful. Both the mask and inverse mask behave as expected.

However, when I try to sample areas of an image, it seems to fall flat. Here I am generating masks for six different luminance values in the image. You'd expect the average color of each sample to get progressively lighter, but they don't:

And to confirm with a bit of a resource intensive solution, here is the same setup with another masking method:

Can you tell what's going on here? To me it seems like the mask isn't registering, and it's averaging the whole image.

Substance DesignerSubstance Designer - Discussions - Re: Average color
 on: March 16, 2019, 09:13:40 pm 
That's god damn genius. I guess I should be getting in the habit of downscaling for blurs anyway. Thanks a lot!

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