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Topics - CodeRunner

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I'm not exactly sure what the node thumbnails are called, so it was difficult to search for this already being reported. Most of the math nodes have offset thumbnails on the nodes. I'm assuming this is widespread, because it's happening on both of my PCs. There is a snap of this at the bottom. As far as I can tell, it is only happening with function graphs. And only certain built-in nodes.

Notice the operator nodes (+, -, *, and max) are all offset to where you cannot see what they are. If this isn't a known problem, does anyone know what I may have done wrong to cause this?


On Windows 10 with NVidia card on both PCs. One is an Alienware laptop, the other a custom desktop. I don't have any type of windows extensions or anything that would interfere with the display, unless it is my standard windows theme settings.

Would anyone have advice on the best method to use to expand shapes in a gray mask?

For example, the input node brings in a mask that has dots (which represent holes or 'targets'), and my substance converts these dots into water stain puddles, or bullet-hole-in-paint cut-outs, etc. One of the first steps is to expand the smaller targets in that mask into something the size of the puddle/paint chipping wanted.

To do this, I've currently been using blur -> edge detect, which has a few issues when the input shapes are solid in color (you get an outline instead of a filled shape). Then I noticed the "glow" node, which also works similarly to blur, but likely has similar issues.

Are there any nodes or processes that are designed to do this? Or something someone out there has come up with that works well?

Thanks for any advice!

Substance DesignerSubstance Designer - Feature Requests - Swap/Replace Nodes
 on: February 10, 2019, 12:06:03 am 
It would be great if there was a simple way to swap nodes that are very similar. I think this would be easy to implement if the routine was kept very simple. Such as some type of filtered popup that only shows nodes that have identical connectors as the one being replaced. Or simply allow the user to drag a new node onto an existing node to replace it. The system could auto-swap connectors that have matching labels/identifiers and leave the rest alone.

For example, one would use this to swap a lower-or-equal node for a greater-or-equal node. Or change a grunge map 1 node into a grunge map 2 node.

The shift-drag mechanism is great for changing multiple connections, but it doesn't help when you need to change nodes that have a bunch of single connections.

Substance DesignerSubstance Designer - Discussions - Temporary Input Nodes?
 on: February 09, 2019, 10:23:48 pm 
This may be a really basic question, but I can't seem to find the answer anywhere.

When building a reusable material in Substance Designer, we can set up inputs and name them things like "curvature" and etc. However, it is very difficult to create an effect or material when absolutely nothing is happening in one of these inputs (black image). What is the typical workflow for this?

1. Do we add a bunch of temporary bitmaps to represent the inputs while we work on a material, then switch it back to the input node when we finish? I hope this is not the answer. This would make it a pain to make tweaks to such materials.

2. Create a second material graph that includes a node for the material we are working on, and plug everything into it there? In this case, I wouldn't know how to preview changes in real time. If I'm visualizing this correctly, we wouldn't see any changes until we switched back to the external material.

3. Have some type of automatic default switching mechanism that employs a temporary bitmap when nothing is plugged into the input nodes? This is my favorite solution. I'm hoping I've just been unlucky in not figuring out how to do this.

Is there something better? It would be great if #3 or something like it was built into the app. Sort of the same work flow as Painter, where saving your material automatically disconnects (temporary) mesh maps and associates them as input nodes.

Thanks for any advice!

Substance DesignerSubstance Designer - Discussions - Order of Operations
 on: February 09, 2019, 04:41:31 pm 
What is the order of operations for processing a material in Designer? Does the execution start at the output or the input?

For example, if I have a multi-switch node that inputs 10 variations and chooses a single image based on an index, does the processor need to generate all of the other 9 variations and throw them away?

If the processing works backwards, then only what is needed would likely be generated. But if it starts at the input node, I'm assuming every possible outcome is computed for every execution, even if only a fraction of it is used.

Thanks for any help!

Just a quick request/suggestion. I use the passthrough setting on a lot of my folders so that each individual layer in that folder can use its own blending modes globally. I suspect a lot of people may do this for various effects? Anyway, it takes a lot of time to switch to each individual channel and set that channel to passthrough. It would be great to have a simple right click command to do this. There doesn't seem to be any right-click commands at all for folders currently, so it certainly shouldn't get in the way. Or just any type of button or command to quickly change a folder to passthrough on all channels would be appreciated.

Another possibility would be some type of modifier key being held when the "new folder" button is pressed that creates a "passthrough" folder.


Substance PainterSubstance Painter - Discussions - Curvature Baking Concerns
 on: February 07, 2019, 03:59:21 pm 
I've been having some issues baking my curvature map inside of Substance Painter. Here is an image of the problem(s):

I've been trying to deal with #1 and #3 for a while now by not using 100% of the curvature in masks, but #2 is something I just recently ran into. Any ideas what might be causing these problems?

It seems like the curvature baker is having trouble combining the low poly with the normal map (or high poly). Is that what's happening? Is there any way to fix any of these problems, other than switching to vertex bake?

NOTE: I'm thinking all of these issues may have something to do with how the normal map is relative to the low poly normals. I wonder if there is some adjustment I can make to the low poly normals to help alleviate this?

Thanks for any advice!

I've noticed that there are some Allegorithmic textures in the shelf that are literally just textures (not procedural), but they allow the brightness, contrast, and inversion of the image, regardless of how it is applied. Is there any way to provide this type of control for all textures, automatically?

For example, if I import a custom grunge image to use as a mask multiplier for several mask routines below it, there is no way for me to adjust its contrast. I can't use the levels or any filters because they would influence everything in the mask stack that is below the custom texture.

I started to try to use Substance Designer to setup something like this (I do not yet own it), but realized it would be a ton of work to do this for every grunge image I have.

Anyway, it would be a great feature to have, and I don't think it would be too complex to provide this functionality.

Thank you!

Sometimes when attempting to drag elements from my shelf, I forget to scroll the UI to the drag target (such as the gray scale rectangle on a mask). It would be great if we could scroll down (with the mouse wheel) while still dragging the shelf element, instead of having to release the (mouse) button, scroll the UI, then start the drag all over again. The lack of this feature becomes a bigger problem when using multiple displays and dragging long distances :P

I guess this would either be very easy or very difficult to add, depending on how the UI is currently coded to respond to mouse events. If anyone knows a way to do this with the current program, please let me know!


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