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Messages - joiecito

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I tried all that.
BTW the most confusing thing in Wes video is where he connects the scratches in a MDL material. Since that connector is kind of hidden, I don't know what to do with it, but I guess it does more than just drive the roughness or normal map of it.
It seems Wes connect the output to a "fresnel" input of the MDL material, but I don't know how to translate that into an aiStandard shader (although it DO has that attribute).
Any tips on that?

Hi and thanks for your answer.
The problem is, Wes showed that node in action in a tutorial and it worked very good with MDL materials.
Arnold doesn't have such materials, so it can't be connected the way Wes does it.
My question was more like Where I connect the scratch generator to a NON MDL material, like aiStandard?
Thanks in advance.

BTW, here you can see the video I'm talking about:

Substance DesignerSubstance Designer - Discussions - Scratches Generator
 on: March 13, 2019, 11:43:59 am 
Hi there people,
I like the scratches generator look so much.
But I want to use it with Arnold materials and I don't know how to do that.
I've made a custom SBSAR file with the two scratches generator outputs (normal and greyscale) and it opens OK inside MAYA (so I can connect those outputs).
But I don't know where to connect those outputs.
If I connect the normal to the normal camera input of the shader, I don't quite get the results of Designer (MDL material).
Do you know the correct workflow for that?.
Thanks in advance.

Substance DesignerSubstance Designer - Discussions - Re: Custom brick pattern
 on: February 06, 2019, 10:27:45 am 
I tried to use the distance node with no success. I've replicate your graph and works perfectly and, in fact, it is what I needed.
Thank you very much.

Thanks for your answer.

Substance DesignerSubstance Designer - Discussions - Custom brick pattern
 on: February 05, 2019, 09:52:09 am 
Hi there,
My client wants his medieval stone wall to have a very VERY specific brick pattern. One designed by him actually.
My main issue is that it is like a roman aqueduct bricks and, you know, those bricks don't have mortar at all, just bricks one over the other and so on.
So, I guess my start point was to just draw the pattern, like this:

My main doubt is how to make the stones AND get rid of the mortar (black lines)?.
Or if you like a more general question..., How to make a custom tiling pattern without mortar?.
Thanks in advance.

Is this still true?

Hey, it's not that easy, as each pattern is not aware of the position of the next one; except if you find the right algorithm, this is not something we can achieve from what i know

Designer should start including node instancing, like Nuke's clonning a node. The node is exactly the same and both are connected.
That is must have feature.

Those are really GREAT news Wes.
Take care.

I tried some things yesterday and was able to export float EXR (I don't mind if it is 32bit or 16, but I want it to be float, not standard 16bit that is not float), put a gradient from zero to two (one is white) and put three cubes in the 3d software at those heights. And it worked as expected, the gradient went across all the three cubes, so yeah, it works as I need.

But that is just by exporting the file from Substance Designer.

But, if I just save the .sbsar file and open it in MAYA with substance plugin, I can't put the file format to EXR, only Jpeg, PNG, TGA or TIFF.

That is a plugin limitation, doesn't it?. Will it be fixed in the future?.


Hi there Wes;
I'd really appreciate the float bitdepth update.
I tried the rim free source substance (awesome), but, either in TGA or TIF format (auto connection) is outputting gradation steps, which is not desirable at all.
Do you have any time stimation for the plugin update?.
Thanks in advance.

Hi there, Any news on this issue?, is it useless for me to bump this thread? :D

Nope, but it's like I have this input:

And I want to do this output in the end (tiling the above image lots of times but each tile varying its rotations randomly):

This is just in case I want to see the road but, at some point, the road is closer to the eye, for example.

Since B2M can tile a texture randomly, I suppose it would be fairly easy to make the random tiled output bigger, in size, than the original. If not, it is a great idea for a feature to add to the software ;)

So, if there is no way to do it in B2M..., is there a way in designer?.

Thanks for your appreciated help :)

Hi there;
I wanted to ask you something.
I'd like to use photographies of quite small (in world measures) surface details (let's suppose it is rocky soil for example) and use B2M to create a large (again in world measures) surface texture.
In short..., I have a texture of, say a 10x10cm portion of a rocky soil, and I want to create a 100x100cm portion of the same rocky soil.
I thought I could just scale down the input texture (in the input scale parameter) but it doesn't look great at all. Would that be the correct workflow?.
Thanks in advance.

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