@Quack/m4dcow: sorry about it, we just released a 5.0.1 that fixes the export issue. @Josh: it's very detailed, nice material! @LahceneBelbachir: as oblomov said, it's 64b only. I've reported the fact it's not specified on the product page, we will add more details about the specs.
is there any kind of debug/log file I could send you dev guys ?
SD5 keeps crashing for me - which SD4 never did =/
it just happens randomly with tiny and huge graphs alike
As you know, SD5 baker has a new "Match by Sub-Meshes Name" option. If any of you uses Blender, here is an add-on that will allow you to set up such a pair of names with one click: https://gum.co/yvadI
is there any kind of debug/log file I could send you dev guys ?
Yes please. After a crash, reopen Designer and go to "Help->Export Log File..." and save it somewhere. You can then report the bug either by opening "Help->Report a bug" or going to http://support.allegorithmic.com/documentation/display/HOME/Documentation+for+the+Allegorithmic+Products and click on the "Report a bug" button on the right. Don't forget to attach the log. If possible, try to describe what you were attempting when the application crashed, and if you are on a Mac, please also attach a copy of the crash report message. Thanks.
@josh and aelwine - Nice bricks guys! @aelwine - It's really looking incredible. Damage looks awesome! Some things to consider if it'll help. You might want to try varying the roughness/gloss on the bricks a bit - just really slightly. Maybe add a lighter color noise on the albedo also.
Finishing up my gravelly road - at least for the moment.
Grab it here if anyone is interested. Substance Player and the plugins are compatible with SD5 now!
As you know, SD5 baker has a new "Match by Sub-Meshes Name" option. If any of you uses Blender, here is an add-on that will allow you to set up such a pair of names with one click: https://gum.co/yvadI
Anybody find a way of making a good skin material? I'm fairly new to the software and could use some help. Either a downloadable node or some tips would be greatly appreciated. I was looking around and found no mention of the subject.
I havent seen any of these. I think partially because different sections of the body texture so differently. I considered doing an auto skin based on a mat id map but haven't had time
Oh and @Nate I kinda like the older one. also I think it looks a little too glossy overall. Maybe try less gloss and adding some noise just based on a less shiny gloss and slightly brighter albedo color. Again just some things to try. Looks very good.
Yee! Made my first fully procedural wall on Substance Designer, what you think?
I took ispiration from some other works here, learnd a lot throught this tutorial
([ame]https://www.youtube.com/watch?v=2mcQmYQOqbk[/ame])
Need some tips for making larger cracks!
Created my first substance and got it working in UE4!
Nothing fancy, just siding I'm going to use for a scene. Has seam and slope adjust, I'll probably make a slope curve adjustment because it's really flat right now and hard to really tell apart. need to add a bit more diffuse/roughness detail, but I might use a world position texture to add some of that in.
Really nice @Sean VanGorder !
I would just suggest to make the broken part a bit less "grainy" as this kind of rocks tend to break in a bit longer part (I don't know if I am clear :-)
I'm having a problem with my normal_to_height generator:
I'm plugging in a regular looking normal map, but I get these giant smears on the height generator, what's happening?? I tried to upload a .sbs file for ya'll to see, but polycount kept telling me it was an "invalid file".
P.S. Anyone know where I can download Rogelio's Dirt Masks and Tools node now that his download link has expired? I've been dying to get my hands on those.
@Sean: I was trying to figure how to do these in hand painted style yesterday but failed. Can you explain how did you tile them with overlapping?
Sure thing! It's really just a matter of generating some shapes to use as inputs for a tile generator with a few settings tweaked.
First I took the few shapes that I wanted and plugged them into a multi-switch node so they could be easily changed later. Then I blended them with a gradient to get the slope which then feeds into the tile generator. The other tile generators are duplicates of the first with different random masks to drive variation.
To make the overlapping work you need to adjust the Interstice values, I set my Interstice Y to -1.
Once you have that set you'll need to change the blending mode to Max for the values to display correctly.
There are probably ways to optimize this and expand upon it but this does what I needed. Hope it helps!
Really nice @Sean VanGorder !
I would just suggest to make the broken part a bit less "grainy" as this kind of rocks tend to break in a bit longer part (I don't know if I am clear :-)
I totally agree! After stepping away for a bit and coming back to it I can see the damage doesn't look quite right. Thanks for the feedback!
Thanks for all the great work everyone. One question. I'm having issues with my 3D viewport. Is there any way to lower the lights? I've tried bringing down the light color but they seem to be blowing out my textures at certain points, and I'm not really seeing a way to adjust them very much.
Muddy material done to test some of the new nodes of Designer 5. Also, my first attempt doing something organic.
Not 100% happy, and the graph is killing my work computer, so I leave it like this:
Curently working on this tile, and i got a problem to make the bricks more rounder and kinda get clayed and lighter effect.
Can anybody help me to solve this trouble plz (=
Just a WIP, albedo rough and metalic isn't final
I'm plugging in a regular looking normal map, but I get these giant smears on the height generator, what's happening?? I tried to upload a .sbs file for ya'll to see, but polycount kept telling me it was an "invalid file".
I believe your issue here is because your input for the normal_to_height node is not on the "H and V Tilling" setting in tilling mode. You can insert a Transform2D node to override the tilling mode if you want.
Replies
@Josh: it's very detailed, nice material!
@LahceneBelbachir: as oblomov said, it's 64b only. I've reported the fact it's not specified on the product page, we will add more details about the specs.
SD5 keeps crashing for me - which SD4 never did =/
it just happens randomly with tiny and huge graphs alike
https://gum.co/yvadI
Yes please. After a crash, reopen Designer and go to "Help->Export Log File..." and save it somewhere. You can then report the bug either by opening "Help->Report a bug" or going to http://support.allegorithmic.com/documentation/display/HOME/Documentation+for+the+Allegorithmic+Products and click on the "Report a bug" button on the right. Don't forget to attach the log. If possible, try to describe what you were attempting when the application crashed, and if you are on a Mac, please also attach a copy of the crash report message. Thanks.
@aelwine - It's really looking incredible. Damage looks awesome! Some things to consider if it'll help. You might want to try varying the roughness/gloss on the bricks a bit - just really slightly. Maybe add a lighter color noise on the albedo also.
Finishing up my gravelly road - at least for the moment.
Grab it here if anyone is interested. Substance Player and the plugins are compatible with SD5 now!
http://substance.arvinmoses.com/product/gravel-road/
Love all the work on this thread.
Cool script PLyczkowski,
Thx for sharing
[ame="https://www.youtube.com/watch?v=Ew8diNvCxrc"]https://www.youtube.com/watch?v=Ew8diNvCxrc[/ame]
@N83ds Nice tiles! Cracks look a bit procedural. Might try that directional warp offset method.
Couldn't resist fixing some things:
I would just say that the fish eye effgect may be a bit to strong on the border (but this is just an opinion :-))
aelwine - Cool progress on the bricks!
Thanks for the feedback.
Latest version on the brick wall
And procedural wood:
arvinmoses : thanks, I really like how you do your pebbles, they look great
I took ispiration from some other works here, learnd a lot throught this tutorial
([ame]https://www.youtube.com/watch?v=2mcQmYQOqbk[/ame])
Need some tips for making larger cracks!
Trying to figure out overlapping shapes led to some slate shingles.
Nothing fancy, just siding I'm going to use for a scene. Has seam and slope adjust, I'll probably make a slope curve adjustment because it's really flat right now and hard to really tell apart. need to add a bit more diffuse/roughness detail, but I might use a world position texture to add some of that in.
I would just suggest to make the broken part a bit less "grainy" as this kind of rocks tend to break in a bit longer part (I don't know if I am clear :-)
Slight update. Gonna call it done for now.
[ame="http://www.youtube.com/watch?v=1DRzdGiD_A4"]Chesterfield Pattern - YouTube[/ame][/CENTER]
Beautiful !
I'm plugging in a regular looking normal map, but I get these giant smears on the height generator, what's happening?? I tried to upload a .sbs file for ya'll to see, but polycount kept telling me it was an "invalid file".
P.S. Anyone know where I can download Rogelio's Dirt Masks and Tools node now that his download link has expired? I've been dying to get my hands on those.
Sure thing! It's really just a matter of generating some shapes to use as inputs for a tile generator with a few settings tweaked.
First I took the few shapes that I wanted and plugged them into a multi-switch node so they could be easily changed later. Then I blended them with a gradient to get the slope which then feeds into the tile generator. The other tile generators are duplicates of the first with different random masks to drive variation.
To make the overlapping work you need to adjust the Interstice values, I set my Interstice Y to -1.
Once you have that set you'll need to change the blending mode to Max for the values to display correctly.
There are probably ways to optimize this and expand upon it but this does what I needed. Hope it helps!
I totally agree! After stepping away for a bit and coming back to it I can see the damage doesn't look quite right. Thanks for the feedback!
Thanks in advance.
Not 100% happy, and the graph is killing my work computer, so I leave it like this:
Will try a little later. Great job all!
great material
can you share a graph with how you generated the pattern, if it's possible. still learning substance and guess it could help me
Height wip:
As I am starting to get some tutorials, I decided to create a playlist on Youtube.
If you want to have a look, here is the link :
http://www.youtube.com/playlist?list=PLQ6wUoAdU6tcEhd621lVGel5GvsennJ0K
If you have any feedback, don't hesitate.
slightly aged copper
hammered copper version
More pics on my thread
Working on some more shingles! WIP with and without some color. Trying to procedurally replicate Joakim Stigsson's sick texture.
Can anybody help me to solve this trouble plz (=
Just a WIP, albedo rough and metalic isn't final
Anyone know how to make this random stone mat? please.
[ame]https://www.youtube.com/watch?v=f76shQFfqvI&index=6&list=PLB0wXHrWAmCzbCKvvspIjGN9V0nulo8Hb[/ame] mb kinda like this
Excellent.
I believe your issue here is because your input for the normal_to_height node is not on the "H and V Tilling" setting in tilling mode. You can insert a Transform2D node to override the tilling mode if you want.
Here is one of the materials from a horror pack im working on:
More here.