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Messages - svevlad

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16
Guys thank you very much. One more question though: Do you know any random grayscale generator that does not use GPU because this thing I make needs to work in Unity 3D. I tried that Filter Random Tiles Grayscale Generator by squad3d I know that it sounds silly but the thing is when I try to play with some of the settings like Dilation steps I think I can hear my graphic card screeching. I am pretty sure it is the GPU because it only does that with some of the parameters nothing else

17
Pawel Pluta uploaded a node to substance share a year ago - it's called 'filter_random_greyscale_generator'

As I understand it, this filter was optimized by someone else, and eventually turned into the new 'flood fill' nodes.

Not sure if this one will run in Unity (not sure if it's GPU based or not), but this is the slightly more bare bones original.
I followed that line too. But as far as I can tell that node gives just random color to the shapes. It does not give any type of gradient

18
Is there any way to make a gradient variation for each of the shapes from custom pattern or something similar without the use of Flood Fill nodes? I need a way to make the sbsar which is able to to that so I can use it in Unity 3D

19
...It's the sound of silence...

20
Is there any chance that you can release all smart materials in sbs formats or sbsar since many of them are created in SD?

21
Nicolas - nice!

svevlad - why you got to be an A-hole - you could have just asked if it was possible?  :-\
If I spend most of my work hours in discovering the hidden options and searching the internet for them, and also trying to solve bugs of different softwares instead of doing my job I could not get anything done then.

22
Thank you Nicolas for a very descriptive answer. But why that option stands right below the 'match by name' in the SP and not in SD is beyond me. It is way more easier to access it in SP considering that many studios work with outsourced files from different studios and each of those studios has its own pipeline and naming conventions. I strongly advice to make it more accessible.

23
Someone who worked on Substance Painter realized that in order to bake some mesh by matching their names with suffixes people may actually need to set their suffixes like they want to. If you think that by giving the 'match by name' option in Substance Designer without giving the option to actually change the naming suffix  of those meshes is enough for four and more versions of SD, BRAVO! So if you want to use that option in SD you need one of three things :
1 - to be a psychic and using your special powers deduct that the logical suffix for the every low poly mesh in the whole universe is _low and for the other one _high because that is simply the way the universe works and nobody has the right to change it ever!
2 - to spend hours searching on the internet and finding only other desperate people crying for help and reporting a bug with and every time you deny it
3 - to actually have both SD and SP and deduct that maybe those default  suffixes from SP are the only possible ones in SD and start renaming  every single mesh asset
And yeah, congratulations on your new SD version I only hope that by the year 2020 you will include the option to change that suffix name

24
Ok here is what I got so far: on yet another experiment I tried using the distance node (mask input only) on some blended complex noise which I ran through the Histogram Scan. So it turns out that this way I can use a mask to specify where I want some smaller pieces to be. The down side is that I cannot get luminance(color) variation on the pieces which is the only way that I can think of to make mask for some of the pieces to have more chipping variation in order to break that uniformity on the picture above. I tried with some custom nodes to make luminance random but it looks sloppy. if someone has some better idea please tell...
The another approach was a classic : make the cells using  tile random through levels and distance node in order to get  a color variation also but the down side is that I cannot control the size of some pieces using a mask. If someone knows how could I do this please tell.

25
Substance DesignerSubstance Designer - Discussions - More (a)peeling questions
 on: January 05, 2018, 04:16:22 pm 
Hi guys,
this is my first post so please be gentle :)
I wasted almost a month trying to make this effect:


Tried everything that I could think of and frankly I am spent :( I am attaching my scrap book file also. It contains some of the (failed) experiments. The experiment 02 shows promise but I am stuck with the smaller cracks branching and bulges around it
This file also contains a fx-map that i made, it is not 100% completed but it gives you an option to distribute shapes based on a mask with some randomness. Feel free to use it, enhance it or whatever

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