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Messages - GerryM

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Cool, great and detailed support, thank you!

Inverting the top and button paramters back really did it, amazing. Strange, how this did get mixed up in the first place. Anyhow, at least this was an interesting issue.

And also, using the cpu engine as a Unity preview is working now, too. I'll keep using that one.

Thanks again!


There is an issue with SD (did try Version 3.6.1 and 3.7.1 on both, Mac and Windows). Using this simple gradient: sbs

It does work fine inside SD and Substance Player (however, not with SSE2!), but importing the srar into Unity (3.5.7, 4.2.1, 4.3b) just gives a black texture. Might be some rounding issue.

Of course, one could work around by desiging the gradient some other way, but the real problem is, that the issue doesn't show up inside SD. So, when you design a complex substance it does look ok up to the point when you finally try to use the finished substance in Unity.


1.) Right click on your package, LINK, 3D MESH.
2.) Pick your 3D object.
3.) There should be a folder "Resources", including your 3d object.
4.) Right click there on your 3d object and select BAKE MODELINFORMATION.

If your model doesn't show up, what format is it in? Were you able to import the object into older versions of SD?

That would be really useful, thank you!

I'll second that, would be useful.

Actually, this can be done with the FX-Map, however, there are two drawbacks:

1.) It's kind of slow (almost 100ms for a 512x512 image)
2.) You need to make a fx map for each resolution

To get this to work, make sure you completely understand the second example in the manual (the tutorial on fx map : using vector maps).

Here is roughly what you can do:

- Import the uv map(s) and your image in one resolution (eg. 512x512)
- Add a fx map (color mode)
- Feed the uv map into the fx map (not as backbround but) as input image 1 (internally #0)
- Feed your image into the fx map as input image 2 (internally #1)
- Edit the fx map, add quadrant nodes until you have a total of 10 (for 2^9 = 512) quadrant nodes, autolevel (more or less nodes for other resolutions!)
- Set the pattern of the first quadrant to square
- Set the color on this quadrant to a custom function like so:
- get $pos var, sample color of input 0 (image 1),  swizzle float 2, sample color if input 1 (image 2), set this as output


Still in V 3.5.1   :(

You cannot directly tweak rotation and width/height. Instead, what is exposed, is the transformation matrix.

See to understand how the four matrix values conform to 2D-transformations.

Good luck!

Thank you for the info. The workaround with a gradient and hard levels does work fine, even if there is a slight performance loss.

Would be really great, if those values could be tweaked any time soon.

When I expose a variable (a tweak) which I only (!) use inside a function in the blend node (a function for the cropping area) it isn't shown in the substance player (or in Unity). It seems, it is considered a tweak that is not used at all.

As a workaround I can use that tweak in some other function, then it will properly show up. But, that is of course a waste of computation time in the final substance.

Am I missing something here, or is this a know bug?  :o

Thank you!

I see, just happend that I (by mistake) did select the cropping shape instead of the cropping area and then crashed SD.

Substance DesignerSubstance Designer - Technical Support - Crash V 3.5.0
 on: April 07, 2013, 07:22:41 pm 
There is a bug:

Place a new blend node into your graph, select it and go to its specific parameters: Cropping Shape

When you select something from the dropdown (like empty function) it does crash SD (on Win 7 64 and on Mac OS 10.8 )



so it seems I did learn two things:

1.) Nodes that are not connected to an output are not supposed to be calculated

2.) Therefore, you add a node you need for some calculations (like setting a variable) to the first input of the "Sequence" and the node you want to be it's output as the second input.

What would be really useful is an option to show the current value(s) for nodes when working with functions.

The info panel is currently empty when you do select a node in the function graph. Would it be too hard to show the current value of the selected node, or at least the value of the output node?

Congratulations on an otherwise great product!  :)



does anyone have an example or documentation on how to use the "Sequence" node when creating functions? It's found under
  • "Add Element->Control->Sequence".

There isn't even a hint in the documentations or I just couldn't find it.

Thank you in advance!


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