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Messages - tellychris

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How does one go about creating a perfect cylinder in SD?

I've tried all the shape nodes available. Using the capsule shape with the ends masked out was the best result so far but not perfect.

I just want to create a basic cylinder.

Please see attached. No matter what method I use there is always some pinching or flattening at the top of the cylinder. Please help! I'm sure i'm missing something simple here.

Thank you so much.

Hi Froyok.

The problem with inconsistency lies in the fact that as you tile materials in Painter using the material layering workflow you lose resolution the more you tile. (See Jeremie Noguer's answer)

Where as in UE4 you can tile materials and not lose resolution. I'm sorry if I'm explaining this poorly.

Is there a way to match this behavior in painter?

Thanks for Clarifying Jeremie.

Shouldn't the material layering workflow introduced in Painter a few versions back use the same UV scale method UE4 uses to "really" match what you see in painter to what appears in Engine? the tutorial shown on the youtube page leads you to believe it should behave the same.

Is there a possibility in the future for this to work in Painter? We are painting our masks in painter and using tiled materials in UE4 so it really helps for us to visualize things 1:1 in painter.

Thanks again.

Hello friends.

I am struggling to grasp what is wrong with my process with painter. I have a very large mesh that I want to tile different materials together in my ue4 shader using masks Exported out of Painter.

However I am running into a few inconsistencies that I do not understand.

Picture 1 shows the Screengrab out of UE4. Here I am tiling my material many times over a very large surface and it looks great up close. I can walk up to it in the game and it looks fine.

However when I bring that same mesh and material into Painter and tile it many times the quality looks nothing like it does in UE4. I realize this is a texel density problem in painter but why does it look fine in ue4? Or is my Painter bugged?

Is tiling a material in Painter (UV Scale) not the same as tiling in UE4? (UVCoords)

Thank you so much for the help.


I have a rock generator graph that I often drag onto other projects to use. However every time I make a change to the original rock generator graph it updates in all the projects I dragged it in. I need to break that connection so I can use the graph in other graph without it being linked.

I've looked online and can't find a solution.

Any help would be greatly appreciated.

Thank you.

Hey Cory.

It works perfect now. Now trying to figure out how you knew to assign Cos and Sin to the right X Y channel of the vector2!

Thanks so much.

So close!

That didn't work. I'm not entire sure how to approach this anymore. I know it's possible as other artists have set up such a function.

I suspect to get the Sin and Cos to work properly there needs to be more math. I was thinking turnstodegrees node which got me a little closer but still not correct.

Whoa you just dropped some serious knowledge onto me here. I will take a look at this and try your methods!

How do I factor in the correct Warp Intensity math to get the correct offset? Or does the COS and SIN operations take care of that?

Thank you so much Cory.


EDIT: I removed the X and Y swizzles from the Vector2

I have the math working now however I do not know how to link my output of my function graph to the X and Y sliders (Vector2) of the Transform 2D Node.

If the Warp Angle Turns is set to 0 you must transform negatively in X
If the Warp Angle Turns is set to 0.25 you must transform negatively in Y
If the Warp Angle Turns is set to 0.5 you must transform positively in X
If the Warp Angle Turns is set to 0.75 you must transform positively in Y

Any help would be greatly appreciated.

The Intensity of the Directional Warp is a Float 1 but the Transformation 2D offset sliders are Float 2. I'm pretty sure that's why my Set as Output is grayed out as I can't use Float 1 and 2 data together without some proper maths.

Any help on this would be greatly appreciated.


Here is the function as I was expecting it to work. However the Set As Output option is greyed out.


I am trying to set up a Directional Warp and Transformation 2D node where it automatically applies an offset in the Transform node when I input a value into the Directional warp Intensity divided by 512.

What I've found is if I warp an image with the Directional Warp node by 256 I have to Transform in the opposite direction by -0.5 to get the warp to "stay in place". I am trying to create a custom node that does the math automatically.

Directional Warp Intensity 256/512=Transform Offset 0.5

How do I set up a function in the Transform 2D node to Look for the Directional Warp intensity and do the needed math?

Hello. I hope this is the right forum for this question.

I am looking for help on to see if I am the only person experiencing huge slow downs and instability with Designer 6. Everytime I launch the program, open or save a graph my system ram (16gb) gets maxed out and I am waiting and waiting for the operations to finish. I can't open large graphs or change resolutions without waiting and waiting. Even smaller graphs are taking longer to see the results show up in the 3D view. I am also getting random crashes.

I never had any of these problems with SD 5. I never had to optimize graphs as the program was always rock solid and fully functional. However I can barely work with SD 6. I've tried reinstalling and I have the latest update but I am still having huge issues.

Please help.


Everything rendered in Iray in Substance Painter. Texture sets rendered at 2k. 16gb of memory was not enough to render all my texture sets in 4k. It was a HUGE file, I pushed everything to the max on this one.

This was my first attempt at vehicle design as I usually build enviro's and architecture. I used a huge amount of Zbrush Stock IMM brushes and Materials from painter. I also used a few smart materials from the Substance Share community. Block out and UV's done in Maya, modeled in Zbrush.

Looking for feedback. Thanks!

I am also wondering if more will be released.
I really Liked the Rogelio one as he actually showed you some useful tips. Plus the resolution was great. The other videos were bad quality.

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