Where is the tesselation_parallaxe shader in 5.3.0 actually? All other tess. shaders just have a range from 0-1, what is way to low. Just as a comparison, a simple paraboloid shape in substance designer 4 and 5.3.0 (with metalic/rough tesselation shader , Material:Height Scale set to maximum).
One idea would be to colorize your cells with a gradient map (0 127 127 and 255 127 127 on respective side), create a gradient linear 2, and use your cells to drive a vector warp to offset each cell by color. It won't result in a sooth gradient over the whole cell though, like it could be highest at the middle or…
I just looked at your mesh, you have ovelapping uvs. So in this context the baker can't produce a good AO map since it always rewrite part of your UVs on other UV islands. For a map like your AO you want to use unique UV islands, or to put overlapping faces outside the UV range 0-1.
Thanks for the great video! I'm going through it and it seems pretty straightforward. One thing I noticed that seems weird, and may be a 5.1 beta bug, is that if I add a "Sample Gray/Color" to my Pixel Processor and try to change the Input Image, it always reverts back to Input Image 0. I'd be curious as to if I'm doing…
Just finished my old wood sidings: Get it here: http://substance.arvinmoses.com/product/old-wood-sidings-0-5/ Also doing a live stream today at 2PM CST. Will be covering how to create chainmail, simple rock, a quick overview of the hand painted style, and whatever else we've got time for. You can watch it @…
Probably an fx map with multiple image inputs - as far as efficiency goes. If you're not too concerned about efficiency, you could blend 2 or three tile generators together and use random mask and invert mask (both parameters of tile generator) to have a variety of image inputs. Nicolas also put this up recently:…
The model imports fine over here. I was able to reproduce your problem simply by switching to the Tesselation shader. The default displacement value is at 0 which makes your model skhrinked like in your screenshot. Simply switch to an other shader of just plug a grayscale input in the height input to fix your problem. :)…
@Makkon Allegorithymic responded to me with this info,, about to test it out and see if it does what i want "You can use a Global Random in the function. The first input is the number range and it will compute random from 0 and this range. The second number is a seed. This node will produce the same result in different…
Hey guys! I'm pretty new to substance designer so I decided to start with a pretty basic tile and see how far I can take it. I'd love any feedback/critique you guys have to offer. Especially anything about properly blending modes for normal maps, since that's where I struggle the most. Here's the substance for anyone…
hey so I'm tying to use the 'Visible If' condition to turn a input on and off depending of a switch is set to true or false I was able to get it to work before when I was working with an integer instead of boolean with input["Layers"]>=1 now I exposed the switch and gave it the identifier name of switch_paintmask in the…