it looks like you have it, if you could do a photoshop paintover to explain what you want I'm sure we could help.
I want to create the mask though the tile generator so i can use the luminance variation on each tile not the whole 3x3 block (the image that i input) like i have it now.
I guess what I'm trying to do is not have to plug in the image and tile that.
I overlayed another tile generator and exposed some parameters so I could create a function to maintain the proper 3x3 ratio for the color varaition no matter how many times you tile the original pattern. you can grab the test substance i made. https://dl.dropboxusercontent.com/u/11779761/Polycount_test.sbs
Vinny, is this something you are intending to share, or would be willing to? I had requested something like this in the main forums and was told that it wasn't possible (I was trying to do it based off of a bitmap with different luminance values instead of SVG shapes). I know I for one would greatly benefit from this.
Vinny, is this something you are intending to share, or would be willing to? I had requested something like this in the main forums and was told that it wasn't possible (I was trying to do it based off of a bitmap with different luminance values instead of SVG shapes). I know I for one would greatly benefit from this.
Who told you that? lol
I think I am going to make tutorial to explain how I did this (maybe tomorrow if I can)
I invite you to watch my "rotate normals" tutorials: it will be useful
Hey Guys, I am working on a Plaster ceiling texture for my environment scene, heres a W.I.P shot of. I would appreciate any feedback or critiques.
Thanks.
Ok first i would like to say hello, I am new to both this site as well as to substance painter and designer 5 and was wondering what the best way of getting started is. I have seen alot of videos on designer 4 but dont know how diffrent it is from 5. Any help would be appreciated
I'm having a problem baking normal maps in substance designer...when i bake my Geo in separate chunks the normal map seems fine. But when i do an exploded bake or match by mesh name bake i get projection errors on some parts of my model.
@montana2008 would you be able to post a picture of what is happening? Or uploading the files? It would help us figure out what exactly is going on
@burnban go ahead and start with the SD 4 tutorials. There are some different nodes in 5, such as the dynamic gradient and bevel, but the basics hold true . Wes has a lot of good tutorials out, just head to the Allegorithmic youtube page.
Thanks for the great video! I'm going through it and it seems pretty straightforward.
One thing I noticed that seems weird, and may be a 5.1 beta bug, is that if I add a "Sample Gray/Color" to my Pixel Processor and try to change the Input Image, it always reverts back to Input Image 0. I'd be curious as to if I'm doing something wrong or if it's a bug with 5.1.
Thanks for the great video! I'm going through it and it seems pretty straightforward.
One thing I noticed that seems weird, and may be a 5.1 beta bug, is that if I add a "Sample Gray/Color" to my Pixel Processor and try to change the Input Image, it always reverts back to Input Image 0. I'd be curious as to if I'm doing something wrong or if it's a bug with 5.1.
Yes it's a known bug in 5.1 : when you set it, don't touch it anymore, and it will work ;-)
Decided to do another hex material... I'm not quite sure what it will be used for, but I was thinking either some flooring or maybe futuristic solar panels.
Decided to do another hex material... I'm not quite sure what it will be used for, but I was thinking either some flooring or maybe futuristic solar panels.
I like the spot pattern in the roughness! Makes it look nice and refined. Lighting is neat too. Is that in Marmoset?
PLEASE tell me how you did your height map for this, I saw this and tried to replicate with somewhat okay results but nothing that was decent enough for posting.
Yeah it was rendered in Marmoset though I really should get more use out of my Octane renderer... But in any case, for today I did another a tile (all for the same project).
I like the last ones, reminds me of solar panels somehow.
Ok, i'll lift the veil a bit :P. inverted cells, blur, plasma with a dynamic gradient, directional warp. Those are the components I used for the height map. Along with a white noise.
Did a little 30 min experiment on a different fanned cobble design, trying to create randomized heights for individual shapes in a pattern. I think that part of it came out quite nicely and the graph pretty efficient!
edit: heres a second render with some randomization on stone size now. Tiling 2x
Nice, the only thing that's bugging me is the ones in an amazingly straight line, not sure if its possible to have some of them slightly wider to counteract this as I'd imagine it would be quite noticeable once tiling across a large area
Nice, the only thing that's bugging me is the ones in an amazingly straight line, not sure if its possible to have some of them slightly wider to counteract this as I'd imagine it would be quite noticeable once tiling across a large area
I think that's more illusory from the perspective. A more top-down view reveals the breakup better. It's also completely random so this can be easily modified by changing seeds around.
Also, I've finished this off!
Get the Substance and textures in my thread and leave a comment if you like (or even better, hate) my art!
Testing out the projection substance on s a simple bridge. I now have it set up so that each individual uv island can have modified projection directions and circle centers.
Replies
I want to create the mask though the tile generator so i can use the luminance variation on each tile not the whole 3x3 block (the image that i input) like i have it now.
I guess what I'm trying to do is not have to plug in the image and tile that.
Thanks,
I overlayed another tile generator and exposed some parameters so I could create a function to maintain the proper 3x3 ratio for the color varaition no matter how many times you tile the original pattern. you can grab the test substance i made.
https://dl.dropboxusercontent.com/u/11779761/Polycount_test.sbs
I hope that is what you are looking for.
No problem. Post your results when you are done
also, if i want to make the substance i make in SD smaller in Painter is the best way just to use the scale 2D node in SD and re export it?
This is a bit advanced : I assume that you know a bit how FX-maps work, and that you have made my tutorial about normal map rotation :-)
[ame="https://www.youtube.com/watch?v=YFcVy5YoFUM"]https://www.youtube.com/watch?v=YFcVy5YoFUM[/ame]
Thanks again for all your help, here is what i have so far.
Vinny, is this something you are intending to share, or would be willing to? I had requested something like this in the main forums and was told that it wasn't possible (I was trying to do it based off of a bitmap with different luminance values instead of SVG shapes). I know I for one would greatly benefit from this.
Who told you that? lol
I think I am going to make tutorial to explain how I did this (maybe tomorrow if I can)
I invite you to watch my "rotate normals" tutorials: it will be useful
Actually I use luminance value as well in final (colors are just get independant zones)
[ame]https://www.youtube.com/watch?v=8Ykd9BGOOK0[/ame]
Thanks guys!
Thanks.
I'm having a problem baking normal maps in substance designer...when i bake my Geo in separate chunks the normal map seems fine. But when i do an exploded bake or match by mesh name bake i get projection errors on some parts of my model.
Any ideas why this is happening?
any help would be greatly appreciated
Montana
@burnban go ahead and start with the SD 4 tutorials. There are some different nodes in 5, such as the dynamic gradient and bevel, but the basics hold true . Wes has a lot of good tutorials out, just head to the Allegorithmic youtube page.
Here is my procedural rock for my side project.
Thanks for the great video! I'm going through it and it seems pretty straightforward.
One thing I noticed that seems weird, and may be a 5.1 beta bug, is that if I add a "Sample Gray/Color" to my Pixel Processor and try to change the Input Image, it always reverts back to Input Image 0. I'd be curious as to if I'm doing something wrong or if it's a bug with 5.1.
Yes it's a known bug in 5.1 : when you set it, don't touch it anymore, and it will work ;-)
Helpful as ever. Thanks Vinny!
Crosspost from here.
[ame="https://www.youtube.com/watch?v=dEzINo2bETA&feature=share"]https://www.youtube.com/watch?v=dEzINo2bETA&feature=share[/ame]
Video: http://gdcvault.com/play/1022323/The-Ultimate-Trim-Texturing-Techniques (requires login)
Slides: http://gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques (free)
100% procedural
Crosspost from here.
I like the spot pattern in the roughness! Makes it look nice and refined. Lighting is neat too. Is that in Marmoset?
I wonder if a cloth simulation or something simmiliar would look more real...
Crosspost from here.
I like the last ones, reminds me of solar panels somehow.
Ok, i'll lift the veil a bit :P. inverted cells, blur, plasma with a dynamic gradient, directional warp. Those are the components I used for the height map. Along with a white noise.
Looking to be able to switch between the knots being flat to more like this eventually
Extremely cool !
edit: heres a second render with some randomization on stone size now. Tiling 2x
I'm only about a month in to using SD and getting nice height out of objects like this is one of the challenges i'm dealing with.
https://www.youtube.com/watch?v=lKhy76HuyZE&feature=youtu.be
Really nice!
Nice, the only thing that's bugging me is the ones in an amazingly straight line, not sure if its possible to have some of them slightly wider to counteract this as I'd imagine it would be quite noticeable once tiling across a large area
Got the wood working pretty well. Now I'm going to try a wooden object made of separate planks and see if I can procedurally texture the whole thing.
Also, I've finished this off!
Get the Substance and textures in my thread and leave a comment if you like (or even better, hate) my art!
https://www.youtube.com/watch?v=OtVBVcD88xY&feature=youtu.be