@Bruno Afonseca Thank you for the answer. Yes, I already used Tile Random to make such overlaps, but the problem mostly in how to outline it tile by tile. Edge detect doesn't work in this case, cause it add black lines from both sides of overlap.
UPD: Well I've found a solution (but I'm not really sure its a perfect and optimized solution though) - I've dublicate that tile random and change mode to Max. Then blurred the first one and blend it with edges extracted with Edge Detect. Not really happy with the result, but it works. Thanks!
@Bruno Afonseca Thank you for the answer. Yes, I already used Tile Generator to made such overlaps, but the problem mostly in how to outline it tile by tile. Edge detect doesn't work in this case, cause it add black lines from both sides of overlap.
How about using two tile generators? One for the normals and the other for ambient occlusion (that'd possibly cause those outlines). The AO one can be set to max mode, while the normals one is set to add. You can use a gradient instead of a flat square for a pattern, so it only overlaps in one side. Makes sense?
Or alternatively: You can create an individual tile with the overlap faked in the heightmap, and then just tile it around, instead of relying on the tile generator for the overlap
@Bruno Afonseca Thank you for the answer. Yes, I already used Tile Generator to made such overlaps, but the problem mostly in how to outline it tile by tile. Edge detect doesn't work in this case, cause it add black lines from both sides of overlap.
How about using two tile generators? One for the normals and the other for ambient occlusion (that'd possibly cause those outlines). The AO one can be set to max mode, while the normals one is set to add. You can use a gradient instead of a flat square for a pattern, so it only overlaps in one side. Makes sense?
Or alternatively: You can create an individual tile with the overlap faked in the heightmap, and then just tile it around, instead of relying on the tile generator for the overlap
Yeah, that's exaclty what I did. Thank you again for the help!
2 new substance material I've been working on for a personal project, only the human figures were sculpted, rest other ornate details are substance only:
2 new substance material I've been working on for a personal project, only the human figures were sculpted, rest other ornate details are substance only:
2 new substance material I've been working on for a personal project, only the human figures were sculpted, rest other ornate details are substance only:
I recently did a Planar Projection (otrthographic) node in order to place decals on 3D meshes.
It obviously allows you to project the decals across UV seams, but the beauty is that this is a non-destructive way to position elements in your textures. If your mesh or UVs change, all you need to do is to rebake the World Space Normals and Position maps and voilà !
Been working on a spiral generator for the last couple of weeks in my free time. A lot of fun learning FX maps so far. Still a bit to do, but it'smostly done.
@Clark Coots - I like that! Something very different and I like the design. Are you going to do more with it or is it done?
@josh_lynch Hey Josh, thanks a bunch, that means a lot coming from you! I'm calling it done, but any feedback or ideas for future projects are appreciated! This one had a Star Wars Rebel theme, and I plan on doing an Empire themed material as well.
Hey all, please correct me if this is the wrong thread. But I am fairly new to designer and am having some difficulty with creating a eucalyptus tree material that closely matches this reference. my main issue is getting the correct shapes for the green and orange colours, and blending everything together nicely. If anyone has any tips it would be really appreciated!
Hello! I'm a game programmer and pretty interested in Substance Designer. I spend a lot of my spare time on this... It's really a lot of fun to play with nodes and functions in SD. Here are some of my works, fully created in Substance designer and fully procedural:
Hello! Just wanted to share a node that I'm currently working on. I never liked placing shapes, like bolts and such, manually so I made a node that does it for me
Question: I want to be able to offset the pattern based on rotation but I can't set the rotation as a variable and have the position offset access it. I'm guessing its because how the Quadrant node is stacked?
Hi guys, happy to present my latest Substance Designer wok. A 100% procedural ground generator. All variations generated from the same graph using exposed parameters.
I recently created a Color Wheel node that allows you to creatively explore colors, using different color systems(RGB, CMY, RYB) and harmonies (Complementary, Analogous, Split Complementary, Triadic, Tetradic). It outputs all the colors from the resulting color scheme, so you can use them in your graph.
Hey everyone, I made this padded spacestation wall, inspired by some great artworks I found on Artstation. Check out my Artstation for many other renders, as well as color variations.
Replies
Or alternatively: You can create an individual tile with the overlap faked in the heightmap, and then just tile it around, instead of relying on the tile generator for the overlap
Yeah, that's exaclty what I did. Thank you again for the help!
Prototype of pseudovolume texture raymarching inside Designer:
It takes texture rendered in Houdini via Volume Textures tool and makes some magic inside.
I'll post link in my thread when it's done.
https://www.artstation.com/artwork/B45b8
Doing some material design doodles. Based upon Engobed Bricks on Materia.nl
More info here.
Just the start of filling up my artstation, a lot more to try and do! https://www.artstation.com/clarkcoots
Soon
https://www.artstation.com/artwork/446q8
http://polycount.com/discussion/195688/m48-cyclone#latest
https://www.artstation.com/artwork/k99KA
https://www.artstation.com/artwork/GNnw3
http://polycount.com/discussion/196899/clark-coots-substance-sketchbook#latest
https://www.artstation.com/artwork/gm5Jm
It obviously allows you to project the decals across UV seams, but the beauty is that this is a non-destructive way to position elements in your textures. If your mesh or UVs change, all you need to do is to rebake the World Space Normals and Position maps and voilà !
https://share.allegorithmic.com/libraries/3607
https://www.artstation.com/artwork/PvdD3
my main issue is getting the correct shapes for the green and orange colours, and blending everything together nicely. If anyone has any tips it would be really appreciated!
Some of my latest substances on Art Station check them out https://www.artstation.com/rogelio/albums/42304
https://www.artstation.com/artwork/8YNdx
Feel free to check my home: https://www.artstation.com/jwzw
I never liked placing shapes, like bolts and such, manually so I made a node that does it for me
Question: I want to be able to offset the pattern based on rotation but I can't set the rotation as a variable and have the position offset access it. I'm guessing its because how the Quadrant node is stacked?
https://youtu.be/obaUNp1vyBM
Stone wall study again.
https://www.artstation.com/artwork/A1b6N
My latest material: https://www.artstation.com/artwork/xk5mY
Reference is included in the artstation post.
Gumroad: https://gum.co/sd_curves
A 100% procedural ground generator. All variations generated from the same graph using exposed parameters.
High res renders on my artstation:
https://www.artstation.com/artwork/Rx6Ym
It outputs all the colors from the resulting color scheme, so you can use them in your graph.
https://gum.co/YKBRJ
The Color Wheel in action
An example of a color scheme and the resulting outputs
I made this padded spacestation wall, inspired by some great artworks I found on Artstation.
Check out my Artstation for many other renders, as well as color variations.
Hope you like it!
https://www.artstation.com/artwork/00XLY
https://www.artstation.com/artwork/oDO6k