Ok so, this is really rough, but with time, blends, and gradients this could start looking something like fur or grass or what have you. So under Generators - Patterns - grab the Shape node and drag that out into your Substance editor. For this test I used the pyramid shape, but I've messed around with others and gotten…
I'm new to using substance designer. I'm wondering if there is a way I can write custom nodes? Perhaps in HLSL/GLSL/similar, or even a native language? I've noticed the pixel processor node, but as far as I'm aware it only supports node-based programming.
I see a lot of red nodes. :p If you plan to optimize your substances for realtime purpose, you need to know that each instance node is individual. Therefore to optimize computations it's better to put only one noise node (for example) and to connect everywhere you need it.
Is there a "curves" node or a way to use curves - not just the levels node? I guess a curves node might be on the expensive side but since I'm also just using it for offline and batching texturing purposes, so far I don't care about render times so much.
Man I kinda fell off the map for awhile doing tech work.. Just finalized my set of node wrangling tools for SD. * Nudge - shifts node up down left right * Arrange by Position - Distributes and aligns nodes based on current position * Arrange by Connection - Untangles and Lays out nodes base on the chain of connection…
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…
Merci Fabrice ! The AutoSwitcher node is awesome, the way you made this work is really clever... The other nodes are very interesting as well for shaving off seconds here and there and keeping your graphs tidy. Thanks for sharing them ! BTW your last link is also linking to the Grayscale node. Is should point to HERE.
Is there a way to exclusively select a node output from a material blend? Sometimes I try to connect an output to something that isn't an output node and it select something I don't want to.