Hi! im new on substance designer, and im trying to figure what should be a good workflow to work with detail maps(where you put a tileable albedo and normal for extra details), using this software. Im working in assets for a realtime project, but im using ogre 2.1 and blender (So, i dont have anything like the node editor in unreal for quick preview).
Thanks!
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They are located in C:\Program Files\Allegorithmic\Substance Designer\5\resources\view3d\shaders
Is possible to set a specific UV to a ouput node? (i think the model should have 2 uv, the full unwrap uv and the tileable uv)
and another question. can i multiply the first UV coord? so this way i dont need to duplicate and manually resize the UV.
Yes, you can do that in the fragment shader.
But about my second question, i mean this scenary:
-Edit the shader for multi uv support
-Inside the substance designer, use the main textures with the first UV
-Inside the substance designer, use the detail textures with the same uv, but tiled/multiplied (And this done in substance, not the shader)
( this way i dont need to create and adjust the 2nd uv in a 3d program, and will be more easy to tweak. )
- the shader take this previously multiplied version of UV0 as UV1 for the detail map
This is possible? Is there a better way?
mainColor = texture2D(mainTexture, uv0);
detailColor = texture2D(detailTexture, uv0*10);
finalColor = my_blending_function(mainColor, detailColor);
and, how i can connect the second normal ouput in the graph with the second normal map in the glslfx?
and now for UV,
how i can send a number from substance to glslfx?(for multiply the same uv)
and assingn an uv for an output? (in the case i have 2 uv, one for normal and other for normal2)
works perfect in the case in which each texture has a diferent uv map. but what if i need to reuse an uvmap? in such cases I need to specifically assign the corresponding uv to texture, regardless of whether or not uv repeats. but how?