The cliff in Marmoset toolbag. I'm new to the toolbag, so I'm still working on a nice scene to show the materials in. Hopefully they will integrate Substance Designer 5 substances soon :D. The cliff will be a free substance downloadable from my blog. 100% procedural.
Crosspost from here. My Substance Designer Contest entry for the Fantasy category should be up in Substance Share pretty soon, here is some iray goodness! There is an emissive map in there as well, it makes the marble vein glow. The material is loosely inspired by Skyrim's Dwarven architecture.
1. The bakers are going to make it to Painter soon. 2. Your substance should show up in the shelf nd you'll have to create a Fill layer to put that usbstance in. We are still working on the interaction between the 2 software, the goal is to really have a live link between the 2.
Yes more or less : I iterate "theAmountOfYpixels" times, the pattern in the fx map node an offset it on each pixel on the Y axis. I set the blend to "max", therefore the brightest is kept. Nicolas Wirrmann gave me a trick to diminish the amount of iterations in the FX-map node by duplicating before with 2D transform…
Thanks both of you :) The tutorial should be up soon just a few left over things and than it is up to Gnomon to get it out :) Also fyi, I had a HD crash a while ago so if you guys were following the previous stuff that I was setting up for Gnomon that stuff is gone, but this new one I honestly think is better and much more…
Thanks! It was exactly what I was going for. Always good to know when you hit a target. I'll be doing one really soon. I'm happy to say I scored a really nice gig creating substances for a very cool project, so I have some time I can put into making a few videos. I'd say some time around the new year.
@luthyn: This may have been a bug in 4.2. The next update will solve this issue though. @hooblegooblin: Absolutely! @dtschultz: You can use a bitmap as mask as soon as the separation between your materials is super sharp, like it would be on a svg. How are you trying to combine your normal maps? The way I do it is that I…
Functions are evaluated quite quickly, but they are evaluated for each drawn pattern. So displaying the timing for a single evaluation would not make sense.. The computation time will be directly linked to the amount of patterns you want to draw + the complexity of the function. One thing to know : the functions are…
Cells node(large scale) + Cells node(small scale) + Blur + Levels + Slope Blur + Blend(onto tiles) This is the gist of getting cracks in. Small cracks can go just in the normal map, like I have done. Large cracks can go into the heightmap, which will allow grout to show through. Be careful though, only large soft forms…
Hey MM: 1. Indeed a lot of things SD does can't be "converted" to Photoshop actions, so we can't really output a PSD, what we want to do soon though is to allow you to export only the outputs in a PSD with one layer per output. 2. SD is a 2D texturing app, and like photoshop it won't take care of the seams indeed. We may…