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.
Converter for Quixel Suite 2 materials (but NOT Smart Materials!) and masking patterns to format, compatible with all Substance-supported applications. Upload does not contain any content, owned by Quixel or Allegorithmic. You will need Quixel Suite 2 and Substance Designer licenses to use this. Tested on Quixel Suite 2.3.1 and 2.3.2.
Experiment with bringing signed distance fields into Substance designer.
This one features full control over transformation of model, but has serious drawbacks: - More difficult pipeline for getting baked maps - you will require Houdini for that; - Higher resolution for maps needed. For example for 512 output image you need 16Kx8K map, which above currently supported limit for Substance Designer, while impostor rendering technique require just 8Kx4K map for 512 16x8 atlas used; - Low output bit depth - it determined by dimensions of rendered SDF atlas, in case of 512 output image - it will be 9bit, which is useless for normal maps;
So I ended up using impostor rendering technique and leave this one as is. Of cource, it's possible to fix most of these issues, but it require significantly more free time, than I have.
Package contain: - Actual node graph with all the math needed for it to function; - Matrix math package - as one of dependencies; - Houdini file with sample setup for making SDF maps; - screw nut HP mesh and baked SDF for it.
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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.
Converter for Quixel Suite 2 materials (but NOT Smart Materials!) and masking patterns to format, compatible with all Substance-supported applications.
Upload does not contain any content, owned by Quixel or Allegorithmic. You will need Quixel Suite 2 and Substance Designer licenses to use this.
Tested on Quixel Suite 2.3.1 and 2.3.2.
Link to gumroad: http://gum.co/q2s
Discussion here: http://polycount.com/discussion/197685/converter-for-quixel-suite-materials-into-substance#latest
Substance mesh render node
Lets you use Highpoly mesh data in your substance graph.
Package contains:
- substance designer node for color and grayscale versions
- set of meshes for baking various atlas compositions
- houdini asset to make atlases (tested only inside Houdini, running under Houdini Engine in other environments may have issues)
Link to gumroad: http://gum.co/mesh_render
Experiment with bringing signed distance fields into Substance designer.
This one features full control over transformation of model, but has serious drawbacks:
- More difficult pipeline for getting baked maps - you will require Houdini for that;
- Higher resolution for maps needed. For example for 512 output image you need 16Kx8K map, which above currently supported limit for Substance Designer, while impostor rendering technique require just 8Kx4K map for 512 16x8 atlas used;
- Low output bit depth - it determined by dimensions of rendered SDF atlas, in case of 512 output image - it will be 9bit, which is useless for normal maps;
So I ended up using impostor rendering technique and leave this one as is. Of cource, it's possible to fix most of these issues, but it require significantly more free time, than I have.
Package contain:
- Actual node graph with all the math needed for it to function;
- Matrix math package - as one of dependencies;
- Houdini file with sample setup for making SDF maps;
- screw nut HP mesh and baked SDF for it.
Gumroad:
https://gum.co/sdf_render
Gumroad: https://gum.co/sd_curves