Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - maus

Pages: 1 ... 3 4 [5]
61
I would love to see an example or video tutorial that explains how the Starry Night image was made?

I understand how flow maps work with the Fx-Map thanks to this tutorial:
https://support.allegorithmic.com/documentation/display/SD5/Fx-Map+%3A+using+vector+maps

But it looks like the Starry Night image was created with the Pixel Processor or some other method using a flow map.

So I am really struggling to recreate an effect that I thought would be simpler to make with Substance Designer because of all the images/videos of Starry Night used on Allegorithmic/YouTube.

Not to mention the above tutorial that shows the Starry Night image but duz not actually show you how to make a similar effect...

Thanks for considering showing us all how the Starry Night image was really created with Substance Designer.

That would be an AWESOME tutorial!

^^

Maus

62
Here is the function I made for remapping ranges, it should be pretty easy to replicate:

^^

63
How would you go about creating a fractal tree patter in Substance Designer?

^^

64
I found a great article that helped me figure out I needed to separate the iris mesh from the eyeball because real time 3D sorts the depth of transparency by object and not by polygon:

https://help.sketchfab.com/hc/en-us/articles/202602073-Transparency

That fixes the problem in Sketchfab:



However Unity5 dus not seam to like the iris mesh being so close to the eyeball...

In the attached image you can see if I move the iris object back far enough it renders properly but moving it back so far ruins the illusion of layered geometry I was going for.

So still need help with that if you have got any ideas, pleas let me know.

Thanks!

^^

65
Yah I know its not really a Substance Designer problem, but the end goal of any substance we create is to look good in the target applications.

I was just hoping someone here would know what the problem is and could tell me how to fix it.

I searched here and other related forums, before asking for help and would still appreciate any relevant responses.

Thanks!

^^

66
I am having a heck of a time getting my first substance to work properly with transparency.

In Scetchfab and in Unity5 with the standard shader set to transparent the iris seams to be drawing on top of the cornea:



Not sure how to fix this yet, but I am trying, if you have any ideas pleas let me know I would relay appreciate it.

Thanks!

^^

Maus

Pages: 1 ... 3 4 [5]