Josh : yeah sorry for the bad explanation. The edges look great, it's more the surface of the tiles that looks a bit lumpy especially at grazing angle, like on the plane.
It feels like the perlin noise (I guess) used to add surface unevenness is set up a bit too small or a bit too strong
(I added a quick cut drawing to show what I meant)
I may be mistaken though, overall your tiles look awesome and the extra lumpiness might be something that's actually necessary to read better once the camera is moving rather than on a still image.
How would I create a function that randomly puts out floats between 0.5 and 1? I want to randomize the length of cracks within an FX-map, but I don't want the cracks to be too small, hence why I want the lowest possible size to be 0.5. However, I'm not sure how I would do that using a random node, since it's base value is 0. Any advice?
A more extreme example would be outputing a random number between 50 and 500; how would I accomplish that?
That is a very common computer science question, with a simple answer. PLyczkowski gave you specific answers, but here is a more general formula (assuming that <random> has a domain of 0..1):
P.S. Just to clarify, even if I was using the 50-500 situation, I would still plug a float of 1 into the random so that it was a random float between 0 and 1?
Looking really good imo! If you wanna get some hue variation on the brick you can run the tile generator node through a gradient map. Each stop on the gradient map will create a new color variation for your bricks.
Looking really good imo! If you wanna get some hue variation on the brick you can run the tile generator node through a gradient map. Each stop on the gradient map will create a new color variation for your bricks.
ooo, I hadn't thought of that. I'm definitely going to implement that tomorrow . I tried getting the network a bit more "resilient" today and got some more results.
Gentlemen gentlemen gentlemen.... does ANYBODY know if Hugo Beyer is sharing an in-depth look at the graphs for his bark and stone (see here <https://artstation.com/artwork/substance-materials-personal>). I'm just sitting, glued to the screen looking at those beauties, and I had to ask if maybe I overlooked a post somewhere in which he talked about them.
@cgvinny Just got back from CNY and saw your eye posts, this is looking AMAZING. Keep up the awesome work!
@Shriken Loving your bricks! What all can you control?
well now that you ask... Almost everything. I really ought to clean up the exposed elements as here is the list of categories (each has about 5 elements within them :P). These aren't necessary I'm just in the experiment stage with substance so expose almost everything to play with it.
thanks for the kind words too . its amazing to see everyone here learning substance, very inspiring stuff.
...was about to get my discount priced update for Substance Designer 5, I hope the website is just temporarily out for me. Anyone else having similar problems right now?
...was about to get my discount priced update for Substance Designer 5, I hope the website is just temporarily out for me. Anyone else having similar problems right now?
Only thing I can crit right now is that the pupil looks a little too harsh - Like it needs to get a little bit of reflection, and could use some blurring around the edges. Looks great though. Still in Mray?
Had a minute to stare at some bricks..
Looking a little close to dirt right now imo... really nice dirt.. but still dirt.
Actually, this is render sirectly in SD, which explains why there no specular on the pupil : SD 3d viewer doesn't manage transparency, thus I cannot put my second layer where the glossiness and reflections are supposed to be. I may fake it for rendering though :-)
when I try to publish my graph it doesn't let me expose output size. The graph is relative to parent and there are no absolute nodes. What can cause this issue?
So I just downloaded SD5 and was trying out Tri Planar projection on a texture I needed to paint out seams on which worked great, but when I tried to export outputs as bitmaps, it didn't save anything out. The graph was from SD4, so I tried creating a brand new graph with just regular colors in the outputs to test, and still nothing.
So I was wondering if someone could try exporting as bitmap in SD5 so I can figure out whether this is simply something on my end.
when I try to publish my graph it doesn't let me expose output size. The graph is relative to parent and there are no absolute nodes. What can cause this issue?
Replies
Pipes is so awesome, have not seen the first one so thanks for the link!
It feels like the perlin noise (I guess) used to add surface unevenness is set up a bit too small or a bit too strong
(I added a quick cut drawing to show what I meant)
I may be mistaken though, overall your tiles look awesome and the extra lumpiness might be something that's actually necessary to read better once the camera is moving rather than on a still image.
(Rendered in SD)
Thx ;-)
First pass on a rock texture.
A more extreme example would be outputing a random number between 50 and 500; how would I accomplish that?
<random>*0,5 + 0,5
<random>*450 + 50
<random>*(max-min)+min
P.S. Just to clarify, even if I was using the 50-500 situation, I would still plug a float of 1 into the random so that it was a random float between 0 and 1?
https://plus.google.com/u/0/+VincentGAULT/posts/Ko2RvbFR5Ta
*drool*
Crits appreciated!
ooo, I hadn't thought of that. I'm definitely going to implement that tomorrow . I tried getting the network a bit more "resilient" today and got some more results.
CrossPost
Example
I would really appreciate crits!
@Shriken Loving your bricks! What all can you control?
It's good to get some feedback :-)
Belt Leather:
And Elegant Fabric:
And examples of use:
You can get them on gumroad here.
Super useful!!! Great work!
Some recent hand painted stuff:
Download it here: http://substance.arvinmoses.com/product/hand-painted-grass/
well now that you ask... Almost everything. I really ought to clean up the exposed elements as here is the list of categories (each has about 5 elements within them :P). These aren't necessary I'm just in the experiment stage with substance so expose almost everything to play with it.
thanks for the kind words too . its amazing to see everyone here learning substance, very inspiring stuff.
p.s. I love that leather PLyczkowski
those bricks are not half bad either : )
What's going on with Allegorithmic's website?
I get "504 Gateway Time-out".
...was about to get my discount priced update for Substance Designer 5, I hope the website is just temporarily out for me. Anyone else having similar problems right now?
It is working here...
Only thing I can crit right now is that the pupil looks a little too harsh - Like it needs to get a little bit of reflection, and could use some blurring around the edges. Looks great though. Still in Mray?
Had a minute to stare at some bricks..
Looking a little close to dirt right now imo... really nice dirt.. but still dirt.
Actually, this is render sirectly in SD, which explains why there no specular on the pupil : SD 3d viewer doesn't manage transparency, thus I cannot put my second layer where the glossiness and reflections are supposed to be. I may fake it for rendering though :-)
I decided to push it as a gravelly road before going back to sloppy brick. Love this about SD - you can just grab the graph and reuse.
So I was wondering if someone could try exporting as bitmap in SD5 so I can figure out whether this is simply something on my end.
Sometimes it would take 5 minutes to export, sometimes it would never export. It was random. Changing file types didn't help.
Substance player it seems hasn't been updated for SD5.
Updated materials. Final pass.
Can you post/send me the graph ?
@Josh: super nice job, as always!