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I did exactly that and when viewed on a plane in Player, there is still no deformation of the surface even with a material height scale setting of 60 units.  I tested that on the Iceland black sand beach with no visible change.  In fact, what I do notice is that when the surface is tilted, you can see "further into the distance" while looking straight down, the image looks different.  It's like "height" is stretching the image horizontally instead of giving vertical deformation.

Sls Plastic Fins Pattern, Shutter Plastic White, Stone with Sidewalk, Iceland Snow Melt, Iceland Snow Windswept, Golf Bunker Sand, Iceland Black Sand Beach, Pebbly Ground (I am assuming every material I downloaded a few days ago are the same at this point) all show geometry deformation in the 3D viewer but when the slider is used, once downloaded, no deformation occurs - they are still planar even with max setting.


Both the Roof Square/Slate Rounded Tiles that I tested and downloaded a month ago isn't working as tested on the Substance Source site.  I just checked the site again and the download in 3D viewer is different than what is actually downloaded.  Once downloaded, there is a Slate Color Picker (which would be awesome if it worked).  However, when you pick a color, nothing happens.  If you adjust the Hue/Sat, you can get the color to change but there is no way to dial it in to an RGB value.  The Rusty Slate Tile variant color picker works but the height value isn't deforming the geometry in any of the slate materials - They all look planar.  Please update this substance.

Brilliant!  Knowing is half the battle.

Hello fellow materialists!

I have been searching high and low for architectural siding on many different sites.  I can't use the kind that is grungy and old.  I need NEW and CLEAN looking siding for new construction.  I do residential developments and converting bitmaps doesn't make for appealing materials.  I've tried several images and none of them turn out very decent.

As such, I'd like to humbly request the following materials be made:

1. Lap siding (both vertical and horizontal)
2. Board and Batten Siding (both vertical and horizontal)
3. Split Shake Siding (even and uneven)

Being able to control the size of the siding members 4"-8" in 1/2" steps would be useful.
Being able to control the spacing of the board and batten would be useful.
Being able to control color would be useful.
Being able to control, or if separate materials need to be made, material type (wood, vinyl, cement board, etc.) would be useful.
Being able to control the shape of the lap siding would be helpful as well.  Some have different types of beveling.

Thanks for creating such awesome PBR materials!

Thank you, Marion!

Scale still comes in wrong in Revit but that's ok.  After looking through a bunch of materials, Revit just handles materials in a very rudimentary way.  I'll be applying the materials/textures directly in Lumion.  It's just simpler that way.

The 4K textures produced for the Asphalt Shingles are spectacular!  If you guys are looking at creating architectural content, of which there is great need, put some focus on SHINGLE and SIDING types.

Lastly, when the programming file is downloaded and opened in substance designer, is it possible to swap out the base color map and bring in our own without violating any license agreement?

Also, I have found that Substance Player isn't able to exported presets.  I have been saving the *.sbsprs file with each material I export as its own file.  We are supposed to be able to bring those presets back in by using Presets > Load File and bringing that file in.  However, that functionality is not working.  Is this a bug in Substance Player?

Hello.  I am a civil engineer and completely new to this Substance texture and materials thing.  Only been working with this stuff for a few weeks now.

I downloaded a bunch of Substances from Substance Source one of which was Asphalt Shingles.  In Substance Player, I made changes and exported the maps required in Revit and Lumion (Base Color, Normal and Glossiness - Glossiness hasn't been added to an Alpha Channel in Photoshop yet).  There are a few questions about the first two file types: Base & Normal.

1.  In Revit, the x,y scale and position of the normal map is not the same as the Base Color map.  I have to manually adjust it to be the same.  Is this a bug from the material or from Substance Player?  When I opened the other file in Substance Designer, the normal map and height map aren't the same 2048x2048 size as the Base Color Map and other outputs.  This seems to be a flaw in the coding?

2. The normal map, even after cranking it up to max prior to exporting from Substance Player, adjusting to scale above and cranking up the scale in Revit to max, doesn't produce the correct depth/height when viewed in Lumion.  It still shows up as completely flat.  However, it seems to show up with some height in Revit though.  Is this a bug or just a compatibility issue?  See 1 above regarding Substance Designer findings.

3. In the 3D testing environment on the Substance Source website, the Height Range slider actually changes the thickness of the shingles.  When making adjustments in Substance player, the Height Range slider doesn't work.  This must be a bug?

Thanks for any assistance in advance!

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