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 - Alessandro

Pages: [1]
Hi, I have a material coming from substance designer which I'm using in Painter: it shows correctly if used in a Fill Layer; it shows much darker if used in a Paint Layer.
I can't see what's wrong since other materials shipped with Painter work as expected.
Here attached two screenshots to show the different behavior. I don't know if anybody else got this same issue.
Thanks for any help.

Ah there it is, you first have to open the substance page and then you can download it. I was just clicking the blue button at the bottom right of the preview. Thanks.

Sorry if it's a newbie question, but in the Substance Source there are several substances marked as "SBSAR & SBS"; however, only the .SBSAR gets downloaded. Why is that? Thanks

SubstanceSubstance - Discussions - Re: Are Substance Live editable?
 on: November 22, 2015, 06:55:42 pm 
Fabian thanks a lot for the fast and detailed response. Going to get into Allegorithmic stuff very soon!

SubstanceSubstance - Discussions - Are Substance Live editable?
 on: November 22, 2015, 06:39:04 pm 
Hi, I'm considering buying SBD and subscribing to SBS Live as well. Are substances downloaded editable or is just a node block that expose only few parameters and you can't actually see the underlying node network?

Hi folks, I just had little time to try my SBD trial before it ran out but if I'm not mistaken, the substance used in C4D are just baked on the fly and not really procedural. Is there anything that the new version of the plugin will address in that direction?
I'm really looking forward to buying both SBD and SBP and I can't wait to use fully procedural substances in Cinema!

Hey are we there yet?  :)

Thanks for the quick answer Fabian. So not even using a baked normal map as a sort of 'mask' would do the trick?

Hello, I'm very new to Substance Designer and I'd like to ask some help about mixing, for example, two noise generator nodes so that the first appear where the object (an imported terrain .obj) normal is <45°, and the second where it's >=45°, possibly with a fuzzy area to allow a smooth transition between the two noise materials.
Is this possible to achieve some way?
Thanks for any help

Pages: [1]