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Messages - bruce_4

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16
thats not an error my friend,that is by design. It's called texture dilation (I think) and its there for a reason. I can't remember the reason of the top of my head but it's a good one  :P

If you want to control the level of dilation happening you can change it on export settings (under "common padding")
it's set as infinite by default.

PS your UVS are not actually stretched- the area that actually has uv information should be untouched. It's the borders of your UVS that get stretched to infinity

This can really help with texture compression.  It could easily sample some grey pixels next to your texture and blend them together.  The compressed format the iPhone uses (PVRTC) is really bad at grabbing pixel data and creating all sorts of artifacts.  I made a weird Photoshop action to fake this effect on a some textures we made for a basketball game years ago.  We had ugly grey smudges on the players faces.

17
Yes that's the one.

If I was going to try to make that substance (and wow what a substance) I'd start by creating the area that isn't rocks.  I'd probably use an FX map and feed in a shape and use how it intersects to build the outline of each rock or island shape.  Then build up from there.  I'm also just into FX Maps right now.

18
Yeah I've done a bunch of experimentation.  I've use several warp nodes.  But I feel I can only use them in situations where I don't really know the output.  By that I mean, I want to break up an edge, warp node works awesome.  But lets say I want to bend a vertical line so it twists a very specific way.  I'll go to a directional warp, and it shifts too much, I'll try making different gradients, of setting them and such, but the behaviors are not apparent or predictable.

I'm not intimidated by it at all, I just find its one of the nodes were I can't easily picture how the effect will look, to get the desired shape or style I want.






Ok , maybe a different way to control your warp , see usually we use noises to derive our warp , what about using shapes .

Here is in the picture below i'm deriving the warp nodes by a shape rather than noises ,

and moving  the shapes up or down by using  2d transform nodes then adjusting the warps intensity ,

so this allows me to alter the upper part of the leaf to be larger and the lower part to be thinner or squizzed .



graph  and 2d view of the third and final warp node which is the desired look .




2D View representing each one of the 3 warp nodes



I think this really highlights my frustration.  The node is called Warp, but sometimes I really need a "Bend" node, and I've been trying to shoehorn a bend type effect into a warp and getting less than results.  What I probably need is that node a lot of people have been asking for where you can make a pattern follow a curve (if you see any post about stitches, they are all asking for that).

Edit: replied in a quote on accident.

19
There are a few different nodes that allow you to create tiling but very disordered textures like that.

You could use a Cells noise which tiles as the basis for different rocks.  Then as long as you build up upon it, it will tile.

You could use a few shape inputs into a Tile Sampler with several inputs then use disorder and other randomizations to scatter the parts around.

You could use an FX map to take an input or number of inputs and scale, scatter randomly (but tiling again).

As long as your initial starting pattern tiles, the rest should tile.  I can't find it, but Wes has a very good tutorial on making his own large rock pattern.  I'll update this if I can remember which video it is in.

20
Yeah I've done a bunch of experimentation.  I've use several warp nodes.  But I feel I can only use them in situations where I don't really know the output.  By that I mean, I want to break up an edge, warp node works awesome.  But lets say I want to bend a vertical line so it twists a very specific way.  I'll go to a directional warp, and it shifts too much, I'll try making different gradients, of setting them and such, but the behaviors are not apparent or predictable.

I'm not intimidated by it at all, I just find its one of the nodes were I can't easily picture how the effect will look, to get the desired shape or style I want.

21
I (barely) understand that the Warp nodes use a greyscale image to determine how it will warp, but I can never figure out what will give me the desired effect.  I always end up trying a ton of different generators with a warp, but very rarely does it do what I want. 

I've read the documentation many times, but it does not make sense.  Setting up very simple graphs has also not made it very clear what is happening.

Does anyone know of a clear guide or way to think about how to use the warps to get predictable outcomes?

22
Substance DesignerSubstance Designer - Technical Support - Re: Randomize sbar
 on: November 20, 2017, 11:39:02 pm 
I don't know what parameters are available to adjust on the brick you linked to, but you could set it's output to be 4k (or maybe 8k, if that's an option yet) and then adjust the number of bricks so it makes sense on your wall. 

23
Any way you can post an image of the brick or even a sketch of it?  I think the key is to figure out if this is something a brick generator will make, or if it's a pattern to create and then tile with one of the safe tiling nodes.

24
Substance DesignerSubstance Designer - Discussions - Re: Difficult shape
 on: November 16, 2017, 11:47:38 pm 
Oh man.  I'm so bad at seeing negative space. 

25
You will need to Add a new Input Tweak in the Input Parameters.  Set it to be a Float 1.

Then in the Tile Sampler, go to the X Y slider and instead of exposing the parameter create an empty function.  Then click on that button (should look like a Sin Wav on a coordinate plane).

Select a "Get Float" node and set it to the new Input Tweak variable you created.  Then feed that node into both inputs on a Vector 2 node, and set the Vector 2 node as the Output (you do this by Right clicking on the node).

26
Substance DesignerSubstance Designer - Discussions - Re: Masking Help
 on: November 16, 2017, 04:55:25 pm 
Think of your different elements of the brick wall as layers.  You have colored the grout area green, now it's time to color the brick.

Make a new color that will be the brick and send it into a Blend node.  Then use your existing grout output as the background on the node.  Then invert your mask you used for the grout as your new mask.

This is only one approach on how to do this.  You could reverse the order and have the brick be the background and the grout be the top layer.

A few other things.  You may not want to send your colored brick output into that node that splits them all out at the end (I cannot remember what it is called the node at the end of your graph in the screenshot).  You may reach a point where you only want to send the colored bricks into the diffuse or base color input, and send a different output for your normal or height or whatever map.  You may want sharp lines in the colors of the brick to grout, but you might want a more gradual Normal map.

27
Substance DesignerSubstance Designer - Discussions - Re: Masking Help
 on: November 15, 2017, 04:49:35 pm 
There's a few things going on in the screenshot you posted.

First the red line means that you are trying to mix greyscale and color.  You will need to convert the greyscale node to color.  The easiest way to do this is to use a Gradient Map node. 

Next, with the blend node, any masking only affects the top input (where you currently have your Brick generator going in). 

I'm assuming you want to only have the Green color show up on in the black area of the bricks.  If so, put the green color into the top blend node input.  Then put the brick generator output into the bottom mask node.  This will only draw the green color on the white bricks.  Of course there's also grey in those bricks so that part will be transparent green.

So to fix this, add an Invert Greyscale node between the Brick Generator and the Blend Node.  This will now draw the green color between the bricks, but you still have the transparent issue.  To fix this, add a Levels node between the Invert Greyscale node and the Blend node.  Then adjust the levels so that the grey value is either darker or lighter so that the masking is to the desired level you want.

28
The height node takes in a greyscale image and uses the color value to add height to the shape. 

I believe that Black is the lowest point in the map and White is the highest.  In the scene you have, you can have the brick pattern also connect to the height output.  Then right click on the Height output and select "View in 3D" and choose Height. 

If you don't see any changes you need to adjust your shader.  In the 3D viewer go to Materials>Definitions>then the shader you are using (I use physically_metallic_roughness) and make sure Tessellation is checked.

If you still don't see any changes go to Materials>Default>Edit then in your parameters window you should see a Material: Height parameter with a slider, increase the slider to increase the height.

All of that works for Parallax Occlusion, but it just does not look as good.

29
Substance DesignerSubstance Designer - Discussions - Re: Tiling Pile of Objects
 on: November 14, 2017, 05:09:06 pm 
If all the spheres are roughly the same (maybe difference in size) you can use an FX map to do this. 

This is a good tutorial on how to make a grass texture using an FX map that would give you the same general results with spheres:

https://www.youtube.com/watch?v=kvQ55WvDKsE

Basically you would have an input image of a sphere, and you will write a function to randomly place it on the X and Y with a random (or not random size), then have the node iterate and do it again with new random values.  Then you have it iterate that possibly hundreds of times until you have the coverage you want. 

30
Substance DesignerSubstance Designer - Technical Support - Re: Randomize sbar
 on: November 14, 2017, 05:04:54 pm 
You have a few choices here, and it really depends on your setup and target deployment.

My work is going into a video game, so I'll take that approach.

Ideally the texture is randomized enough that it is hard to see the obvious repeat.  I mean an artist will see it, but the general public wont.  After that you can think of ways to break it up.  If it's a brick wall, maybe it has concrete dividers every so often.  Then you can either use the same texture again or randomize out a new pattern.  You can also add decals (graffiti, destruction, plant vines, etc...) to break up the pattern.


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