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Messages - Jeremie Noguer

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5311
Substance DesignerSubstance Designer - Discussions - Re: Tiles and textures
 on: April 26, 2013, 12:32:02 pm 
Yes some of the textures in the database are quite big :)
Best thing to do is to look for the noises at the left of the graph and try to see what each of them do, you can just disconnect them one at a time to see what it changes in the final result.

5312
This is one of the main new nodes on our roadmap for the near future.

5313
The input texture needs to be setup with Advanced texture type and Read-Write enabled. Is it the case ?

5314
Substance DesignerSubstance Designer - Discussions - Re: Showcase?
 on: April 24, 2013, 02:13:50 pm 
DOne  ;D

5315
Substance DesignerSubstance Designer - Discussions - Re: Tiles and textures
 on: April 24, 2013, 02:13:44 pm 
The Tiles pack sold on the Asst Store or on our website is made of fully procedural substances, they were not designed to plug a bitmap input. You could probably replace some of the noise used as base of these materials by our own bitmaps though, but there is no direct Bitmap input built-in.

5316
Substance DesignerSubstance Designer - Discussions - Re: Showcase?
 on: April 24, 2013, 01:59:05 pm 
Good point, we will make it happen.

5317
Yes doted lines mean that it was not calculated, usually this happens if you have no output in the end of your graph branch.

5318
Substance Integrations - Unity - Re: Old street?
 on: April 24, 2013, 11:36:16 am 
You can use a Levels node and play with the keys to make the border more or less sharp.
When you use the Normal filter is SD, it automatically put the height map you use in the alpha channel of the normal in case you want to use it for parallax effects. You can deactivate the alpha overlay using the small icon at the bottom of the 2d View.

5319
There is a tesselation shader. What kind of Dx11 features would you like to see ?

5320
Where does the bitmap you plug dynamically comes from ? Is it loaded dynamically or is it a public variable of the script that has been assigned beforehand ?

If it is loaded dynamically you may have to put it in your Resources folder and call Resources.Load before using it as a B2M input to load it in RAM.

5321
This error can't come from the Normal Blend itself. Do you use bitmaps, do you embed or link them ? also do you have a link to a PSD file ?
If you could send me your substance with its dependencies it would be the easiest way for me to help you.

5322
Not yet, I'll add it to the wishlist.

5323
Substance Integrations - Unity - Re: Old street?
 on: April 23, 2013, 04:13:28 pm 
You should look for the Cells2 noise in the library. It should give you the basic shape for that kind of texture, then you can use it to create a normal map and mask out different images to create the stones and the mortar. You can pretty much base everything in your texture off this noise.

5324
The B2M you bought can be use in any app supporting substances (Unity, UDK, 3dsMax, Maya...)
Simply locate the B2M file in your User/Documents/Substances folder and drag and drop it in your Unity project.

5325
Did the thumbnails finally show up or are you still having the same issue ?

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