Still plugging away on these rocks. I'm happy with the dirt controls but the water just doesn't work the way I'd like it too, which might be a symptom of not even know exactly what I want for the water. Either way the Albedo is coming along nicely, the dirt needs a first pass on it still.
@cgvinny Damn man, that turned out super legit! I'm digging the little pixel nvidia/Allegorithmic logo. The edge wear is also really tight! The only thing that feels a bit out of place is the 'shutters' that are surrounding the small central circle, they're really flat and are a bit jarring to look at compared to the rest of the substance. Otherwise this is some really sweet stuff!
Hello I'm developing a substance addiction, but sometimes become frustrating look back to the tree of nodes and get lost in... I'm trying to create a tile roof whit moss and dirt, but i got stuck, I need a fresh eye on it to get forward. some things is wrong, Any advice?
Working on a node that takes an input and refines it
(basically tweaks low and high frequency detail). I just put a grunge
noise in as input. Here are some results:
Here I replaced the grunge node with a "make it tile" node and one
of my old reference photos I made, and added base colour and roughness
outputs. Promising so far
@cgvinny Looks awesome man! I'm actually really excited to pick your graph a part, particularly the edge wear. It came out really nice!
This is kind of my last call for action before I submit a final version. If there are any glaring issues with the substance or small tweaks I'd super appreciate it!
Its using an imported photo i made. It can be done procedurally for sure. Will take some time though haha. This was more of en experiment with the refine noise node i made, to see how well it worked with imported noises and photos.
Hey guys, does anyone know how this fix this tiny naming problem
I'm using an old graph and expanding on it, and changed the name of it to 'mat_metal' as I plan to do for all the materials in that substance. It works fine except for the header of the node window which says 'metal patches', the old name (if you drag it down to another graph it will say metal patches as well). This looks a bit messy and inconsistent, pls send help!
I'm new to using substance designer. I'm wondering if there is a way I can write custom nodes? Perhaps in HLSL/GLSL/similar, or even a native language? I've noticed the pixel processor node, but as far as I'm aware it only supports node-based programming.
We don't have for the moment the support for direct code writing. The only alternative as your figured out is to use the node-based approach in a pixel processor.
Ah that is a shame. Is it something Allegorithmic have thought about for a future release? It would be really powerful to be able to write a pixel shader into a node, which would take in an image and output the resulting image after the shader had been applied.
HY im working on rock formation, but for some particul texture i have to use non square map as 1024x2048... how did you achieve it? do i have to work on a rectangular mesh whit is own UV, or playing whit output size parameters and trasform 2d node i can get the result?
@cgvinny: let me guess: you multiply the painted height profile with a gradient and then have the FX-map node look for the maximum value in every column of the resulting image? very clever!
@cgvinny: let me guess: you multiply the painted height profile with a gradient and then have the FX-map node look for the maximum value in every column of the resulting image? very clever!
Yes more or less : I iterate "theAmountOfYpixels" times, the pattern in the fx map node an offset it on each pixel on the Y axis. I set the blend to "max", therefore the brightest is kept.
Nicolas Wirrmann gave me a trick to diminish the amount of iterations in the FX-map node by duplicating before with 2D transform nodes.
Congrats to all the winners of the comp. Some really amazing clever stuff!
I've just been finishing off a couple of basic generators and mixed them together to make some muddy grass for a scene I'm working on.
Super super sharp! I love what how you've gotten the mud to cover the leaves. Some of your best work, also liking the rest of your scene (been creeping on your other thread.) Keep it up!
And @cgvinny, super cool! I love seeing all the work that you do with FX Maps. Can't wait for the tutorial!
So I'm pretty damn sure about a week ago I saw someone on the forums who was able to produce random values for shapes in a b/w mask as if it were done with a flood fill operation. After spending some time searching I've unfortunately been unable to find it but I know it was in one of the big threads. Anyone know who I'm talking about? Is there a way to only view the pictures from a thread? That'd make this much easier!
Is there are feature or a way to set up custom mip map exports out of Substance Designer?
We don't offer the control over the mipmap for the moment (for the export) but that's a request we had in the past. I think it's in our backlog, I will check to be sure. However the priority is low compared to our current roadmap.
I 've designed the ground texture by substance disgner without using any ready photo, just I applied needed nodes. Also, I used Zbrash for stone designing.
Replies
Some new screenshots for my entry for the contest...
(You have the gallery on my website as well)
Yes I agree with you for the shutters : I'll try to find some time to give them some more love
I'm developing a substance addiction, but sometimes become frustrating look back to the tree of nodes and get lost in...
I'm trying to create a tile roof whit moss and dirt, but i got stuck, I need a fresh eye on it to get forward.
some things is wrong, Any advice?
Shot made with the Iray renderer.
Would you be so kind to show us the height map this beauty is based on?
I didnt save the material as it was, but its easy to put the image back in. It might look a bit different, but here goes:
Greyscale:
After the "Refine Noise" node:
Normal:
The amount of detail in the height is amazing. That's all procedural?
I finally submitted my entry for the contest
https://share.allegorithmic.com/libraries/884
Tomorrow, I'll update the renders and I'll be done (the pic below is an old one)...
Hope you like it
This is kind of my last call for action before I submit a final version. If there are any glaring issues with the substance or small tweaks I'd super appreciate it!
Its using an imported photo i made. It can be done procedurally for sure. Will take some time though haha. This was more of en experiment with the refine noise node i made, to see how well it worked with imported noises and photos.
https://www.artstation.com/artist/mehrdad_khojasteh
Still, great result! Yea that would be a enormous graph if it's gonna be all procedural..
I am currently building a "LUT filter" node within : basically you plug your image input and the LUT image you want to apply.
I think it could be useful if you want to direclty apply the color grading to the textures rather than computing it in post effect.
Here is the result on a picture (credit to Nicolas Wirrmann) :
https://www.youtube.com/watch?v=dhd2ONvaFVI
Thanks guys, resources you post here are really enlightening! this is the WIP for a tree bark texture tips are welcome
I updated the gallery of my site with some IRay goodness.
Procedural Design gallery.
Crosspost from here.
You can download the substance here.
More of my free substances can be found here.
Enjoy!
I've just been finishing off a couple of basic generators and mixed them together to make some muddy grass for a scene I'm working on.
I am really happy to get the 2nd place in sci-fi category
https://share.allegorithmic.com/libraries/884
I post a small article on my new website about it:
http://cgvinny.com/2015/11/second-place-in-the-sci-fi-category/
I'm using an old graph and expanding on it, and changed the name of it to 'mat_metal' as I plan to do for all the materials in that substance.
It works fine except for the header of the node window which says 'metal patches', the old name (if you drag it down to another graph it will say metal patches as well).
This looks a bit messy and inconsistent, pls send help!
for anyone wondering, it's under the attributes > label
HY
im working on rock formation, but for some particul texture i have to use non square map as 1024x2048...
how did you achieve it?
do i have to work on a rectangular mesh whit is own UV, or playing whit output size parameters and trasform 2d node i can get the result?
Here is a small test to build a height map from a drawn shape:
Nicolas Wirrmann gave me a trick to diminish the amount of iterations in the FX-map node by duplicating before with 2D transform nodes.
I'll make a tutorial soon.
And @cgvinny, super cool! I love seeing all the work that you do with FX Maps. Can't wait for the tutorial!
Thanks!
http://polycount.com/discussion/161869/ivy-foliage-generator?new=1
https://www.artstation.com/artwork/gP8wL
Edit: derp forgot to set as output.
I 've designed the ground texture by substance disgner without using any ready photo, just I applied needed nodes. Also, I used Zbrash for stone designing.
https://www.artstation.com/artwork/v9blA