Really new to SD and haven't read all the documentation yet, but Google is failing me, so I figured here's the next best place to ask; When the lines connecting nodes are dotted what does it mean? Most of the time the lines are solid, but then other times they'll become dotted, only to be solid again via disconnecting and reconnecting them to their target node.
Really new to SD and haven't read all the documentation yet, but Google is failing me, so I figured here's the next best place to ask; When the lines connecting nodes are dotted what does it mean? Most of the time the lines are solid, but then other times they'll become dotted, only to be solid again via disconnecting and reconnecting them to their target node.
Usually happens when you try to blend RGB with grayscale and vice versa.
One other question while I'm at it: Are lights capable of taking height/tessellation into account somehow to generate shadows? With just a height output it seem the lighting remains flat.
Sure they are, but...DAMN. I once achieved with FxMaps to sort randomly blades of grass following a grayscale input and I felt like the king of the world, but this is just in another level of awesomeness :poly142:
Love to see how you achieve it! (specially when it can be useful for the weekly substance challenge )
Messing with the tesselation shader and my cliff material (from the blog/substance share). Downloading the latest update for SD now. Cant wait to see the results
Hey guys! I'm pretty new to substance designer so I decided to start with a pretty basic tile and see how far I can take it. I'd love any feedback/critique you guys have to offer. Especially anything about properly blending modes for normal maps, since that's where I struggle the most.
Hey guys!!! My tutorial just came out on Digital Tutors for creating a tileable grass/ground material.
It's targeted more toward those transitioning into Designer rather than really heavy procedural workflows. I kinda noticed there were people who thought designer looked cool, but still wanted to use some of the more traditional workflows like sculpting in zbrush or photosourcing.
Hey guys!!! My tutorial just came out on Digital Tutors for creating a tileable grass/ground material.
It's targeted more toward those transitioning into Designer rather than really heavy procedural workflows. I kinda noticed there were people who thought designer looked cool, but still wanted to use some of the more traditional workflows like sculpting in zbrush or photosourcing.
@Robin Many thanks!!! Sorry but I don't remember having talked to you before.. Have we met before? Just like getting to know fellow Substance Designers & game artists
Preview of what I'm working on now, recording the whole thing but I'd like a little input on the wood knots. I feel a bit like the wood knots are a bit slapped on but I'm not totally sure how to get them to flow with the rest of the wood grain, any advice?
AdvisableRobin ---> Did you blend your knots on your main wood pattern before going further ? It's a trick I use to blend the Wood knots in the wood fibers.
Here is the trick with simple shapes :
Of course you need to put more love in your shapes but the principle to blend them stay the same.
Replies
https://www.youtube.com/watch?v=gihP4nFiaLw&feature=youtu.be
this just blew my mind, its like a cheat code...
Usually happens when you try to blend RGB with grayscale and vice versa.
One other question while I'm at it: Are lights capable of taking height/tessellation into account somehow to generate shadows? With just a height output it seem the lighting remains flat.
... Is that a recent thing? Because according to themselves, they don't have that
https://forum.allegorithmic.com/index.php?topic=5084.0;nowap
It's also a request on their uservoice:
http://allegorithmic.uservoice.com/forums/257908-substance-designer/suggestions/8307849-reroute-node
edit: It's also not in the documentation!
The feature was introduced with Substance Designer 5.1 :
[ame]https://www.youtube.com/watch?v=KvExDzISYUc[/ame]
https://support.allegorithmic.com/documentation/display/SD5/Shortcuts
What kind of sorcery is this?
Some stuff I have been working on lately :
FxMaps
Sure they are, but...DAMN. I once achieved with FxMaps to sort randomly blades of grass following a grayscale input and I felt like the king of the world, but this is just in another level of awesomeness :poly142:
Love to see how you achieve it! (specially when it can be useful for the weekly substance challenge )
Now do some gifs of how its made
I decided to combine and tweak my 2 previous nodes to create a "Paint effect node".
So far I like the result... :
(Art by Eddie Russel)
Ok, I totally forgot I can see the fx maps of the nodes that comes with SD. I think I have to study Splatter Circular Node to see some magic!
Thanks for sharing these gifs, they made me want to learn more of the not-so-used fxMaps
But here it is;
[Click for Artstation Link]
UPDATE
Connecting Octagon Pattern!
[Click for Artstation Link]
Awesome job! These are some really cool patterns!
Here is my try to the Fan Cobblestones Texture,
Here's bark 2
Some images of the Fallen metal panels:
Get the Substance here.
Cheers!
First attempt:
Then controlled by a mask:
Then horizontal and vertical:
Then funky time:
Here is the part 01 of my new tuto, to make a "squash" node (or the pattern I just posted above.
Hope you like it ;-)
[ame="https://www.youtube.com/watch?v=jH9f2tkgZq4"]https://www.youtube.com/watch?v=jH9f2tkgZq4[/ame]
Click me!
[ame]http://www.youtube.com/watch?v=XLNd1PKCTe0[/ame]
Part 2 and 3 of my squash node tutorial (feedback always welcome :-)):
Part 2:
[ame="https://www.youtube.com/watch?v=xhHRdR9TA5E"]https://www.youtube.com/watch?v=xhHRdR9TA5E[/ame]
Part3:
[ame="https://www.youtube.com/watch?v=SB_9g7Naxfw"]https://www.youtube.com/watch?v=SB_9g7Naxfw[/ame]
Direct Download : https://gumroad.com/kazperstan
http://bradfolio.com/art/substance/substance-red-rock-cliff-face/
Here's the substance for anyone interested: https://www.dropbox.com/s/dlhjvruyqul4izz/Tiles.sbs?dl=0
[IMG][/img]
[IMG][/img]
My squash node has just been approved on Substance Share :-)
https://share.allegorithmic.com/libraries/531
Show me what you can do with it ;-)
It's targeted more toward those transitioning into Designer rather than really heavy procedural workflows. I kinda noticed there were people who thought designer looked cool, but still wanted to use some of the more traditional workflows like sculpting in zbrush or photosourcing.
Anyway please check it out if you get a chance!
http://is.gd/l13T8R
Tried out some sloppy bricks, still having trouble with the height map and the mortar but getting closer.
Congrats ;-)
Many thanks Kay for the encouragement. 😀
@Arvin Oh, sweet. I didn't know you put stuff on Tutors. I'll check that out asap!
[ame="https://www.youtube.com/watch?v=UHNONJjtLmo"]https://www.youtube.com/watch?v=UHNONJjtLmo[/ame]
Here is the trick with simple shapes :
Of course you need to put more love in your shapes but the principle to blend them stay the same.
Here are the last stuff I have work on :