Is there any way to fix this seam? A healing brush of some sort? Or is it just something I'll have to do post-substance
Ignore the crappyness, I am getting familiar with substance and just made it to practice :P
It's worth identifying what part of your substance is causing the seam. In your case, it looks like a noise generator.
One way that is possible now is to make a sort of buffer/mask near your seams, and mask your noise with this buffer, so there is no contribution near the seams. This can work, but can also cause a weird "clean lines" effect depending on what your UVs are like. You could of course add noise and breakup to the buffer to try and alleviate these types of issues.
Another thing that's possible is adding a reason for a seam there. For instance, on this model you could add a trim there, and put the seam at the edge of the trim, so that the break in continuity doesn't matter as much.
In the Master Thread for Substance we were discussing the addition of some UV features that may help with this problem in the future (in terms of projecting noise generators across different UVs that can hide the seams better)
I've had some luck with tiling if I split the uv space into 4 quadrants and setting up the uv so that it would tile in it's own quadrant. I would then shrink the noise twice in a transform node.
Hi guys, I think I found a good way of doing it and recorded a tutorial. Also I've included a link to the straightforward preset to reuse (it's in the video's description) https://www.youtube.com/watch?v=MEo510MOFEU
Replies
One way that is possible now is to make a sort of buffer/mask near your seams, and mask your noise with this buffer, so there is no contribution near the seams. This can work, but can also cause a weird "clean lines" effect depending on what your UVs are like. You could of course add noise and breakup to the buffer to try and alleviate these types of issues.
Another thing that's possible is adding a reason for a seam there. For instance, on this model you could add a trim there, and put the seam at the edge of the trim, so that the break in continuity doesn't matter as much.
In the Master Thread for Substance we were discussing the addition of some UV features that may help with this problem in the future (in terms of projecting noise generators across different UVs that can hide the seams better)
http://www.polycount.com/forum/showpost.php?p=2011543&postcount=243
https://www.youtube.com/watch?v=MEo510MOFEU