Sorry, a little late to the game here, but I think these will work. You can tie the two to the inputs of an "Else, If" and create a Boolean switch to toggle from using all evens or all odds I imagine.
Might lend itself to some creative results in the future by changing the "B" of the modulo?
Another question would anyone have an idea of how to make a cobble fan or brick pattern like this?
With a pretty hardcore FX-map it's not impossible. You basically want to work out a function for position and rotation (separate).
If you haven't done it before it's pretty hard to figure out...
I have bought substance designer last month and i am having few issues that maybe some of you can help me solve.
First i am using the physically based shader metal/roughness and even if i completely remove the specular on my rock it still show glossy effect on it no matter what i do.
Second, when i change my environment exr in background it doesn't seem to change anything on the object except for the reflexion but the diffuse wont change regarding with the tint of the exr i use ex: sunset=yellowish.
Third, when i saw some videos where they mention that you don't have to revert to multiple other baking solutions i was disappoint to see this claim was ruined by the curvature map, this map is not working as it should at all since it seem to let artifacts from the normal map to appear. I have look at knald and their curvature map seem to be exactly what i am looking for but i am getting tired to have to buy another software and specially having to loose precious time switching to one and other for simple task.
Hey pixelquaternion,
Did you go to the material and scene settings to be sure that anything is OK ?
Hi vinny,
Yes i did and everything was OK, i try looking at SD forum but it seem not a lot of info on the issues i am facing.
Normally playing with the black and white in roughness yield some instant change in the 3d view but in my scene the change was very subtle and i couldn't get rid of the glossiness on my rock, make me remember the Bethesda glossy rock effect in fallout and oblivion!
I have bought substance designer last month and i am having few issues that maybe some of you can help me solve.
First i am using the physically based shader metal/roughness and even if i completely remove the specular on my rock it still show glossy effect on it no matter what i do.
Second, when i change my environment exr in background it doesn't seem to change anything on the object except for the reflexion but the diffuse wont change regarding with the tint of the exr i use ex: sunset=yellowish.
Third, when i saw some videos where they mention that you don't have to revert to multiple other baking solutions i was disappoint to see this claim was ruined by the curvature map, this map is not working as it should at all since it seem to let artifacts from the normal map to appear. I have look at knald and their curvature map seem to be exactly what i am looking for but i am getting tired to have to buy another software and specially having to loose precious time switching to one and other for simple task.
Thank for any help
Hi pixelquaternion,
To get a pure diffuse material, set the metallic to black and set the roughness to white. Make sure the textures are correctly sent to the 3D view (you can use RMB drag&drop from the node to the 3D view, or connect the node to the output and make RMB in the graph / view outputs in 3D view).
By default, their are two point lights active in the 3d view, if you only want to use only the IBL, go to the scene settings and set the light color to pure black.
Concerning the curvature, their should not have artefacts if the source normal map is a 16bit per channel image but the result can indeed be very sharp. Could you post an image of your result vs the expected result ?
With a pretty hardcore FX-map it's not impossible. You basically want to work out a function for position and rotation (separate).
If you haven't done it before it's pretty hard to figure out...
I am very interested in this as well. I like the fan pattern shape but also want to understand how FX nodes impact the creation of something like this.
I am very interested in this as well. I like the fan pattern shape but also want to understand how FX nodes impact the creation of something like this.
It's really just about coming up with a mathematical formula in node form.
The most useful way of using FX maps is when doing them through an 'Iterate' node. You basically go through n number of 'stamps' of your FX-map, but it's up to you to offset every single one based on which one it is in the 'n' sequence.
Sorry, a little late to the game here, but I think these will work. You can tie the two to the inputs of an "Else, If" and create a Boolean switch to toggle from using all evens or all odds I imagine.
Might lend itself to some creative results in the future by changing the "B" of the modulo?
Thanks! I don't have a problem to share it, but it's a little messy (and the tile generators are freakin huge), so I rather prefer to share some sections that are more "original" (the workflow is similar to the workflow taught by Richard "Pipes": first height map, then normal, then color).
The Zellige tiles:
I've used one picture from cgtextures as reference ( this one ). My idea was to made some basic geometric shapes divided by their color and instance and rotate them using the splatter circular node. After that, I blend everything together.
To get a pure diffuse material, set the metallic to black and set the roughness to white. Make sure the textures are correctly sent to the 3D view (you can use RMB drag&drop from the node to the 3D view, or connect the node to the output and make RMB in the graph / view outputs in 3D view).
By default, their are two point lights active in the 3d view, if you only want to use only the IBL, go to the scene settings and set the light color to pure black.
Concerning the curvature, their should not have artefacts if the source normal map is a 16bit per channel image but the result can indeed be very sharp. Could you post an image of your result vs the expected result ?
Thanks!
Hi Nicolas,
Thank for replying and the issue resolved itself regarding the curvature map by simply closing SD and reopening the scene and this remind me of 3ds max since when something go wrong when it should not then just restart the software and bang magic happen!
I would like to post image showing what happen but i am not allowed to post anything from the upcoming game asset.
Another problem show up today that i will need to investigate, when i import from zbrush the 3d model doesn't show in the 3d view and if i take the OBJ output from zbrush into 3ds max then when i export it again in SD it show perfectly in the 3d view.
Quick update on my wall tile. I pushed the random tilt of the tiles up a bit and also upped the color and gloss value of the water stains to help them read better
I also started work on a padded wall texture. The reference I am pulling from has the material with little wear, but I wanted to add a little bit of character to it. So I decided to rub away at some of the coating to break up the gloss. And in very limited locations I wore it away enough to expose the foam beneath it.
I feel that I have not quite yet got the billowy feel of the material down so that's next on my list. Any other comments or suggestions are welcome.
Finished up a new brick. Been out for a bit finishing up an art test. Man it was pretty awesome to see how quickly SD can pump out custom textures. It totaled to about 30ish textures in 20 hours. Pretty sweet!
Sad thing is at the end of it SD crashed and refused to open the file again. I was in such a hurry I dumped all the graphs into one file.
@Caser Those tiles are awesome! Great breakdown of how you created those shapes. Thanks for sharing.
@Josh The updates to the wood look great! Did you use metalness/roughness workflow or spec/gloss for this. I was wondering if it was spec, what your spec map looked like.
What is the correct way to use a world normal map for snow cover on rock?
I tried a few blending modes but nothing work as expected, i also saw the season filter and it mention snow but there is no way to understand how it can be used since the manual is not even talking about it.
SD is a great program and i love it but the documentation is close to non existent on many features in the package and the video tutorials are sometime painful to watch since they never go straight to the point. I would like to see some short straight to the point tutorial like these:
* Creating snow cover with world normal map
*Creating animated bug crawling on floor
*Creating lava flow
*Creating wet look pavement etc i think you get the point with fast and straight to the point useful tutorials that help us speed up our game development since long tutorial explaining every point make us loose our focus on the main goal we need to achieve on a day to day basis.
For the snow, you can use a greyscale conversion node and use its sliders to isolate the green channel. This should give you a mask fro the top of the object. Blending this mask with some noises and using a levels to add contrast to it should do the trick.
Yes but I must admit it's a bit hidden..
Open the bakers and select the "World Space Direction" baker. Then Switch the input direction to "From Texture" and select your world space normal map in the direction File field.
Trying to learn Substance Designer at the moment. Loving it so far. This is what I'm working on at the moment. Took me 2 whole hours to figure out how to make those diamonds have opposite rotations lol. Need to spend more time in the program.
For the snow, you can use a greyscale conversion node and use its sliders to isolate the green channel. This should give you a mask fro the top of the object. Blending this mask with some noises and using a levels to add contrast to it should do the trick.
Hi Jerc,
Thank for the straight to the point explanation and i will give it a try later on today.
This program have so much potential but it is sometime very hard to find info and we often don't have time to go by trial and errors.
Yes but I must admit it's a bit hidden..
Open the bakers and select the "World Space Direction" baker. Then Switch the input direction to "From Texture" and select your world space normal map in the direction File field.
Hi Nicolas,
Thank for clarifying the correct baking procedure.
Replies
I use the input on a brick generator, the input on X drives the output on Y
If X is even, Y = X, else if X is odd, Y = X+1
Check this out for wood.
Thaaat is so amazing, thank you for posting that . Super helpful!
@gel thanks for that I'm going to be making some changes.
Crosspost
Here is a 100% procedural grass I have made for fun :
Feedback welcome
Bertmac - Glad you like it thank you!
I create 1 piece of "regular" green grass, and one piece of "dried" thin grass.
Then I have created 2 FX maps to spread them randomly the way I want. Finally I color and blend them together :
Might lend itself to some creative results in the future by changing the "B" of the modulo?
Another question would anyone have an idea of how to make a cobble fan or brick pattern like this?
With a pretty hardcore FX-map it's not impossible. You basically want to work out a function for position and rotation (separate).
If you haven't done it before it's pretty hard to figure out...
I have bought substance designer last month and i am having few issues that maybe some of you can help me solve.
First i am using the physically based shader metal/roughness and even if i completely remove the specular on my rock it still show glossy effect on it no matter what i do.
Second, when i change my environment exr in background it doesn't seem to change anything on the object except for the reflexion but the diffuse wont change regarding with the tint of the exr i use ex: sunset=yellowish.
Third, when i saw some videos where they mention that you don't have to revert to multiple other baking solutions i was disappoint to see this claim was ruined by the curvature map, this map is not working as it should at all since it seem to let artifacts from the normal map to appear. I have look at knald and their curvature map seem to be exactly what i am looking for but i am getting tired to have to buy another software and specially having to loose precious time switching to one and other for simple task.
Thank for any help
Did you go to the material and scene settings to be sure that anything is OK ?
Hi vinny,
Yes i did and everything was OK, i try looking at SD forum but it seem not a lot of info on the issues i am facing.
Normally playing with the black and white in roughness yield some instant change in the 3d view but in my scene the change was very subtle and i couldn't get rid of the glossiness on my rock, make me remember the Bethesda glossy rock effect in fallout and oblivion!
Hi pixelquaternion,
To get a pure diffuse material, set the metallic to black and set the roughness to white. Make sure the textures are correctly sent to the 3D view (you can use RMB drag&drop from the node to the 3D view, or connect the node to the output and make RMB in the graph / view outputs in 3D view).
By default, their are two point lights active in the 3d view, if you only want to use only the IBL, go to the scene settings and set the light color to pure black.
Concerning the curvature, their should not have artefacts if the source normal map is a 16bit per channel image but the result can indeed be very sharp. Could you post an image of your result vs the expected result ?
Thanks!
I am very interested in this as well. I like the fan pattern shape but also want to understand how FX nodes impact the creation of something like this.
It's really just about coming up with a mathematical formula in node form.
The most useful way of using FX maps is when doing them through an 'Iterate' node. You basically go through n number of 'stamps' of your FX-map, but it's up to you to offset every single one based on which one it is in the 'n' sequence.
https://plus.google.com/u/0/communities/108955098539774060748
direct link to the post :
https://plus.google.com/u/0/+VincentGAULT/posts/RUYEcrpDavJ
http://youtu.be/elfSTWaUcSc
Hey guys, I think someone brought this up earlier but I think this is solution that'll evaluate faster (xvalue * 2) - 1.
Answers would be as follows
x = 1,2,3,4,5
y = 1,3,5,7,9
Here's the graph:
As far as this:
I think this might help...
http://support.allegorithmic.com/documentation/display/SD45/Fx-Map+%3A+using+vector+maps
I'll give it a shot when I get the chance.
I've been doing some procedural textures this week. Really really loving this software.
Here are two screen captures of some substances did these last couple of days.
Will you share your graph?
So here is the first part of the tutorial where I focus on the construction of the primary shapes and the creation of the FX map(s)
Hope you like it and that it can be useful :
http://youtu.be/kvQ55WvDKsE
Of course, comments and feedback are welcome ;-)
Thanks! I don't have a problem to share it, but it's a little messy (and the tile generators are freakin huge), so I rather prefer to share some sections that are more "original" (the workflow is similar to the workflow taught by Richard "Pipes": first height map, then normal, then color).
The Zellige tiles:
I've used one picture from cgtextures as reference ( this one ). My idea was to made some basic geometric shapes divided by their color and instance and rotate them using the splatter circular node. After that, I blend everything together.
Garage door:
Height generator:
Scratches:
Hi Nicolas,
Thank for replying and the issue resolved itself regarding the curvature map by simply closing SD and reopening the scene and this remind me of 3ds max since when something go wrong when it should not then just restart the software and bang magic happen!
I would like to post image showing what happen but i am not allowed to post anything from the upcoming game asset.
Another problem show up today that i will need to investigate, when i import from zbrush the 3d model doesn't show in the 3d view and if i take the OBJ output from zbrush into 3ds max then when i export it again in SD it show perfectly in the 3d view.
Quick update on my wall tile. I pushed the random tilt of the tiles up a bit and also upped the color and gloss value of the water stains to help them read better
I also started work on a padded wall texture. The reference I am pulling from has the material with little wear, but I wanted to add a little bit of character to it. So I decided to rub away at some of the coating to break up the gloss. And in very limited locations I wore it away enough to expose the foam beneath it.
I feel that I have not quite yet got the billowy feel of the material down so that's next on my list. Any other comments or suggestions are welcome.
REF
SCREENS
Finished up a new brick. Been out for a bit finishing up an art test. Man it was pretty awesome to see how quickly SD can pump out custom textures. It totaled to about 30ish textures in 20 hours. Pretty sweet!
Sad thing is at the end of it SD crashed and refused to open the file again. I was in such a hurry I dumped all the graphs into one file.
I managed to salvage a few and here's one:
You can grab it here:
http://substance.arvinmoses.com/product/city-brick/
Video Explaining how to use:
[ame]https://www.youtube.com/watch?v=WXLfcMseetU[/ame]
Also Second part of my tutorial video on creating a tileable:
https://www.youtube.com/watch?v=DD7zEbWJgvc&feature=youtu.be
EDIT: weird. Did a reset and worked
@Josh The updates to the wood look great! Did you use metalness/roughness workflow or spec/gloss for this. I was wondering if it was spec, what your spec map looked like.
What is the correct way to use a world normal map for snow cover on rock?
I tried a few blending modes but nothing work as expected, i also saw the season filter and it mention snow but there is no way to understand how it can be used since the manual is not even talking about it.
SD is a great program and i love it but the documentation is close to non existent on many features in the package and the video tutorials are sometime painful to watch since they never go straight to the point. I would like to see some short straight to the point tutorial like these:
* Creating snow cover with world normal map
*Creating animated bug crawling on floor
*Creating lava flow
*Creating wet look pavement etc i think you get the point with fast and straight to the point useful tutorials that help us speed up our game development since long tutorial explaining every point make us loose our focus on the main goal we need to achieve on a day to day basis.
Regards Peter
Open the bakers and select the "World Space Direction" baker. Then Switch the input direction to "From Texture" and select your world space normal map in the direction File field.
Hi Jerc,
Thank for the straight to the point explanation and i will give it a try later on today.
This program have so much potential but it is sometime very hard to find info and we often don't have time to go by trial and errors.
Regards Peter
Hi Nicolas,
Thank for clarifying the correct baking procedure.
Regards Peter