From my experience there's no simple bevel you can do to add depth to a height map. I'm really hoping this will be addressed in the future. I really like the way filter forge does it in that you connect a curve to the height map and the slope will follow the curve.
What I do currently to get a slope effect is two fold
1. I blur the map
2. I sharpen the blurred edges via gradient tool or levels.
From my experience there's no simple bevel you can do to add depth to a height map. I'm really hoping this will be addressed in the future. I really like the way filter forge does it in that you connect a curve to the height map and the slope will follow the curve.
What I do currently to get a slope effect is two fold
1. I blur the map
2. I sharpen the blurred edges via gradient tool or levels.
Interesting idea arvin, I'll give it a try! Thanks!
heh, rogelio, your AO has an use. Don't worry. I think we are all learning the software and what it can do, right? Even tho, thanks for sharing your awesomeness. I've learned a lot from your nodes.
@Rogelio lol! Well thank you for releasing them to us anyway . I think I speak for many of us in saying they've been very useful. @bugo that last one is awesome. Sending you a request via pm
3 Years ago I created this Avatar creator with some friends for our game Panzer Pets.
It was heavily based on Substance by Allegorithmic.
Last year we won first prize with it @ the Game Connection in Paris
With best EU Hand-held and mobile game of 2013.
This year we can finally show you some of the tech behind it.
3 Years ago I created this Avatar creator with some friends for our game Panzer Pets.
It was heavily based on Substance by Allegorithmic.
Last year we won first prize with it @ the Game Connection in Paris
With best EU Hand-held and mobile game of 2013.
This year we can finally show you some of the tech behind it.
Haha, I know how u feel Josh, people were asking me how to do things on SD. But I don't know how to explain he odds. I'm sure you can show your skills tho.
Having a little time off work over the holidays, I'm finally jumping on the Substance train. This thread is awesome!
rogelio - thanks so much for the files and tutorials. Also for starting the blog with Pipes. Awesome stuff! I definitely see why you guys at ND have changed your workflow to Designer
Hey im having an issue with the tile generator on version 4.3.1
I was following arvinmoses tutorial on how to use it, but when i try i get theese weird gridlines in between each tile. It really annoying since its affecting my normals alot.
Here is a picture of the problem. Might be hard to see but in the 3d viewport its clear as day.
Had that happen to me on one specific situation. I never was able to complcompletely track it down.
It had something to do with the tiling parameter and and making sure it was tiling all the way through. You might also check if you have a gap right on the edges. That will cause that line. If you hit the space bar it will give you a tiled view of the texture .
I've updated with a new node:
This I called the amMaterialColorBlend
It works just like the standard allegorithmic node but it allows more control over the normal map. With it you can change the direction of the normal noise - up or down, adjust the blur/bevel, and increase or decrease intensity.
Hey im having an issue with the tile generator on version 4.3.1
I was following arvinmoses tutorial on how to use it, but when i try i get theese weird gridlines in between each tile. It really annoying since its affecting my normals alot.
Here is a picture of the problem. Might be hard to see but in the 3d viewport its clear as day.
This is a known issue when using image input affecting Fxmap nodes (the tile generator is based on an fxmap). It happens when the pattern size is not a perfect power of 2: in your case you have 10*10 patterns in a 2048 image, so each pattern is 204,8 px. Consequently the patterns are slightly scaled and currently a rescale implies mipmapping. That's what is causing these black lines.
Some work is being done on the engine at the moment, fixing this problem is on the roadmap.
Updated with new material - leathery seat. Not too happy about the roughness on it yet and some of the detail, but I'm calling it done for now. My goal is to finish about one per day.
For my first attempt into Substance Designer I wanted to create a scene that was based in the familiar. But at the same time had enough interesting textures going on to help me explore the programs wide variety of tools. So I chose the cryo-pod scene from Interstellar. I love the way this scene is constructed, it has that future sci-fi feel while only implementing common material such as ceramic tiles and padded walls
The first texture I am working on is the ceramic tiles on the wall. They are the same tiles as the floor tiles, however they contain more edge wear, scum, and water-stains.
R_Petersen - Cool tiles. It looks like your going for the tiles that lead up to the second story.
If your using spec/gloss workflow it might be good to up the spec value a bit to let a little more reflectance in. For the "wavy stains" it could be cool to see em a touch stronger in the albedo map. A bit more variation in the albedo of the grout might be good to see as it feels very one note right now.
This is a known issue when using image input affecting Fxmap nodes (the tile generator is based on an fxmap). It happens when the pattern size is not a perfect power of 2: in your case you have 10*10 patterns in a 2048 image, so each pattern is 204,8 px. Consequently the patterns are slightly scaled and currently a rescale implies mipmapping. That's what is causing these black lines.
Some work is being done on the engine at the moment, fixing this problem is on the roadmap.
Wow never saw this thread!
I believe this can be fixed by adding a invert node before the tile generator and after; this way you'll still get the result you want and get around the black lines.
I saw a substance the other day ( cant remember who by but props to you ) that inspired me to try and make something similar... Its my first substance of many to come. Loving the program.... Crits would be appreciated before I move onto something else
Hi all, I have a problem with my normal map seams again i've done everything possible to try and fix this. Not sure what to do next. I used one smoothing group within my fbx which was exported from 3dmax. I baked this in substance designer and i keep getting seams. Ive tried ticking and un-ticking always recompute tangent frames but i still get seams.
Im using mikktspace.dll within the baker.
please help if you can, i would love to get rid on this error.
after more testing, reset xform, one smoothing group and export fbx from max with normals ticked etc... i still get normal map seams. they are very faint but still there. is this normal?
Quick WIP shot of my Sci-fi floor tileable done entirely in substance.. no external maps used either. Gutted the PBR shader doesn't have Emissive enabled for 3d view...
josh_lynch these tiles are really coming along! The way you have the dirt laying into the stone indents is reading really well. And the slight difference in the spec on both the blue and neutral tiles goes a long way.
Only thing that seems to pop out to me at all would be the grout. It's reading a bit like an outline due to its dark color. Pushing the variation on it could do the trick instead of toning the whole thing down. But that's my one nit picky suggestion.
Replies
What I do currently to get a slope effect is two fold
1. I blur the map
2. I sharpen the blurred edges via gradient tool or levels.
I don't know if it has been shared before, but if you are a Google+ user, there is a new community dedicated to Allegorithmic products.
Here : https://plus.google.com/communities/108955098539774060748
Feel free to join and share ;-)
Interesting idea arvin, I'll give it a try! Thanks!
Here's one more substance I played with today:
@bugo that last one is awesome. Sending you a request via pm
3 Years ago I created this Avatar creator with some friends for our game Panzer Pets.
It was heavily based on Substance by Allegorithmic.
Last year we won first prize with it @ the Game Connection in Paris
With best EU Hand-held and mobile game of 2013.
This year we can finally show you some of the tech behind it.
Enjoy
[vv]100731307[/vv]
PS: you can find the beta Unity3d Avatar creator here.
http://www.muezli.com/portfolio-R /panzerpets-avatar-creator
Stefan David _ Character modeler
Robert Berrier _ Level Design, Substance designer
Ron Mayland_ Animation, Substance designer
Thanks Allegorithmic
dayum!!!! never expect substance can create that variation of rock
Crosspost
Congrats! This is awesome!
http://substance.arvinmoses.com/
Also have the actual sbs for the wood there if you wanna try to dig through.
As far as MatID - there an option to give a separate matid per polygroup. I've been going with that lately.
Merry X-Mas my friend :santa:
Cheers,
~Tung
we had a blast making this
Also thanks for the files you uploaded, that's a nice share
Have fun
rogelio - thanks so much for the files and tutorials. Also for starting the blog with Pipes. Awesome stuff! I definitely see why you guys at ND have changed your workflow to Designer
bugo - great looking stuff dude
arvinmoses - looking forward to the tut
LINK FIXED.
Keep them coming.
I was following arvinmoses tutorial on how to use it, but when i try i get theese weird gridlines in between each tile. It really annoying since its affecting my normals alot.
Here is a picture of the problem. Might be hard to see but in the 3d viewport its clear as day.
It had something to do with the tiling parameter and and making sure it was tiling all the way through. You might also check if you have a gap right on the edges. That will cause that line. If you hit the space bar it will give you a tiled view of the texture .
Didn't know you were a Polycounter.
This I called the amMaterialColorBlend
It works just like the standard allegorithmic node but it allows more control over the normal map. With it you can change the direction of the normal noise - up or down, adjust the blur/bevel, and increase or decrease intensity.
You can get it here:
http://substance.arvinmoses.com/
This is a known issue when using image input affecting Fxmap nodes (the tile generator is based on an fxmap). It happens when the pattern size is not a perfect power of 2: in your case you have 10*10 patterns in a 2048 image, so each pattern is 204,8 px. Consequently the patterns are slightly scaled and currently a rescale implies mipmapping. That's what is causing these black lines.
Some work is being done on the engine at the moment, fixing this problem is on the roadmap.
You can get it here:
http://substance.arvinmoses.com/product/leathery-seat/
crosspost: http://www.polycount.com/forum/showthread.php?t=146253
Thanks for the update Nicolas. Answers some things that had me scratching my head.
Recently started watching "Marco Polo" on Netflix and the palace interior tile caught my eye.
Trying to match the surface qualities of the pocks and scratches as well as the striations on the stones.
Here is the tutorial write up on the nodes used to create the cracks on the tiles.
Any questions let me know!
Click image higher res version.
The first texture I am working on is the ceramic tiles on the wall. They are the same tiles as the floor tiles, however they contain more edge wear, scum, and water-stains.
If your using spec/gloss workflow it might be good to up the spec value a bit to let a little more reflectance in. For the "wavy stains" it could be cool to see em a touch stronger in the albedo map. A bit more variation in the albedo of the grout might be good to see as it feels very one note right now.
Thanks for the tutorial. That looks really nice! :thumbup:
Wow never saw this thread!
I believe this can be fixed by adding a invert node before the tile generator and after; this way you'll still get the result you want and get around the black lines.
Im using mikktspace.dll within the baker.
please help if you can, i would love to get rid on this error.
I made a quick Grow/Shrink Mask node if anyone is interested, you can download it here
http://forum.allegorithmic.com/index.php/topic,3630.msg16820.html#msg16820
Only thing that seems to pop out to me at all would be the grout. It's reading a bit like an outline due to its dark color. Pushing the variation on it could do the trick instead of toning the whole thing down. But that's my one nit picky suggestion.
The PBR shaders actually have an emissive Channel since SD 4.5.2
Wow.... didn't even look in the channels option...
Will update soon crits appreciated ofc.