Nice work :) I assume this is just the albedo, but the value range and subtle detail is great. I think the wood could use some variation in the grain though, and the gaps between planks aren't really realistic. They'd generally fit snug. You've inspired me to make some nodes that handle herringbone patterns! I've been…
Quick question about the Multi Material Blend node. It allows you to assign colors for materials 2 and up but not for the base material. I assumed it didn't really matter as long as you set the material channels to the other colors being used in the material ID mask, but I don't like assuming things. I'm usually wrong. Now…
Hey guys, I've been having some SD issues, mostly related to baking. 1 - I always set my bakes to be embedded, but they keep switching back to linked without my consent: 2 - How to get Height bakes like xNormal? Right now I need to keep trying to guess the maximum height so I can get a full range. In xNormal it does a…
i am trying out the trial right now and i am genuinely interested to give this tool a second chance. however, here are few of my main issues with it so far: 1. no layered PSD output (every single client i have wants final textures in organized PSD layers) 2. UV seams are not textured in a seamless manner. i still have to…
Don't think so, though transform 2D shows tiling past borders, and you can paint with wrapping in bitmap mode. 1. You want to blend 3 or more textures together with one mask? This has to be a color mask then, no? Like random, contrasting RGB values? I think 'Multi Material Blend' is what you're after. You can blend as many…
Quick questions, haven't touched SD in a while (like 2 years ago in fact!), but I'm finally starting to give it another shot: - is there a node reference documentation anywhere? - is there any way I can move a node and its parent/child nodes without having to use frames? (this seems ridiculous that such a basic UI feature…
In your 3D view, to to materials>default(if you have no preset materials attached to your 3D mesh)>definitions and a dropdown of all your shaders will appear, and select tessellation_parrallax, and select tessellation from there. Once you have that enabled, go to materials>default>edit and change the values to the ones I…
Thanks man! Really appreciate it. I can post a high rez of the complete graph. Graph is too big and kinda looks like a wash. I can kind of try to explain. Like I said - I plan on giving away either that wood texture or this stone: and also do a video on how I did it, but have been busy with random life things - cars…
Hah, afaik, none other than the in-house tool Splash Damage had. There was talk one time about maybe going public, but the guy who made it left so that will probably not happen. Designer is already ahead of all other publicly available bakers IMO, and if they did some more changes here and there they could really be the…
There is some details about the fx-maps over here (it's about designer 2.0, but it's not that much different of what we have today) : https://www.youtube.com/watch?v=7d1kZncqZx8 part 1 https://www.youtube.com/watch?v=PZ96whtJbGM part 2 The best way I have found to achieve interesting materials was to break down a material…