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Messages - tortugamodels

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I am trying to recreate it myself and everything works fine while i'm pretty sure yesterday the issue was persistent and didn't go away even after designer restart.
Sorry i didn't describe or capture it in sufficient detail, but looks like everything is fine now. I'll make a better feedback if it occurs once more.
Thank you for your time  :)

So the issue came up today, instead of going back one step in history the undo command goes all the way back to the point of opening the actual graph. Hitting ctrl+z (or an undo command from Edit menu) basically just closes my graph with all the changes i did to it.

Yeah i've been experiencing the same issue for a while now.



Substance DesignerSubstance Designer - Showcase - Re: Free 3D Wood Generator
 on: January 17, 2016, 11:14:31 am 
This is glorious, keep up the good work C:

Exactly what i've been looking for, thanks froyok C:

Hey guys, just a quick question - is there a way to apply filters such as sharpen/blur, etc to the final textures of my project?
The workaround i can think of is to export outputs, import them back as images, disable all the layers and create new fill with imported textures and sharpen applied, which sounds too complicated.

Thanks C:

Substance DesignerSubstance Designer - Discussions - Re: birds muck
 on: October 20, 2015, 03:02:10 am 
Bake some mesh data for your statue and play around with Mesh Adaptive folder, it will help you to create some masks for things like ground dirt, grease, leaks, damages and a good variety of edge effects.
There is a plenty of position aware generators that will help you to start building effects you want, such as Ground Dirt, Sun Bleach, Bottom to top and some other.
Later use those masks to blend different materials on your mesh. For example you could bake "Position" map using just your model and feed it to Ground Dirt node. Make bare concrete material for your statue and another one for dirt and blend them via Multi-Material Blend using output from Ground Dirt as a mask. In that manner you would have full control of both materials and the way they are being applied to mesh.

A great start for understanding the whole process would be checking out what allegorithmic youtube channel has to offer.

I've changed the shader to parallax and adjusted it values a bit and got this with just your graph:

But after examining your graph i really think you should spend some time actually learning things by yourself. I mean, forum is a great helper and all but the amount of knowledge that is required to do the wall you want to do is way over what people would be willing to guide you through holding your hand on every step.
Allegorithmic youtube channel is your best friend.

If i may suggest a course of action:
1. Watch some related videos in "Professional walkthroughs" playlists, and pay attention to what people do instead of how they do it, to get a grasp on what the general workflow is.
2. Have a good read thru these guides to get an understanding on what makes PBR material.
3. Now that you have some base, Allegorithmic youtube playlists "Designer Getting Started" and "Designer Intermediate-Advanced Tutorials" - those are must watch, no way around it. And don't just watch, follow along and do all the steps with the guide, this is very important.
After all of the above you'll have sufficient knowledge to make that wall and a whole bunch of other cool things.
It's all free, all you need is time and dedication.

Thanks Cyrille, that clarified the topic for me  :)

Could it be that normals you're blending together have different format - OpenGL vs DirectX? Check the normal format of each normal you're blending and then check if it corresponds to your global (shader) normal format.

The cage indicates both the direction and the limits in which rays are cast. The endpoints of each ray are the points on the low poly mesh and on the cage with corresponding uvs.
Yeah i get that, in order for cage to work in substance you need it to have same UVs as lowpoly. My question is: why is that necessary? Xnormal seems to work just fine with cages with no UV, all it seems to care about is geometry and vertex order.
There is probably a fundamental misunderstanding on my part but i'm really curious why xnormal can get by without UVs just fine while in substance it is a necessity.

Tile_random sounds like a perfect node for random tiles :P

This course would fit perfectly for your task:

The general workflow is to work with tesselation shader creating brick variation with height map, some moss, then blending them together.

For that you would need a cage file. I suggest you watch this:

Hey guys, just a quick question - i can't get why do i need UVs of cage mesh to copy that of a low poly when baking in substance. Hell, why would it need UVs on the first place? From what i get cage file just indicates limitations of where rays cast, its UVs doesn't come into play at all.
Would appreciate some explanation, thanks C:

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