Hey Shriken, Not sure about having a material not generate, I think that when you load a Substance it has to generate everything at least once. However, some tips for making your graphs go faster (from my expierence): -When you are exposing controls, try and expose them a bit down the line. If you expose a control from one…
Jerc: quick heads up, you can't drag resources into the graph straight onto a frame, and 'add comment' with a node selected isn't attaching it to the node (and it doesn't scale with the zoom-level). edit: old comments are detached from their nodes as well now, but they do still retain the old styling, and zoom-dependent…
Here I replaced the grunge node with a "make it tile" node and one of my old reference photos I made, and added base colour and roughness outputs. Promising so far :)
For Patterns? as in like link Than yes as long as you have a Normal map, AO, Cavity with it. Well you will only really need the normal for a flat texture like the brick walls etc since I was able to use the cavity node and AO node I made to get that information to use for the worldspace node. AdrianST- Yarn, fur, and…
The blinn / relief / tesselation /parallax and since 4.1.1 the Physically_specular_glossiness shaders use a glossiness map. Quick tip : you can manually assign a node to a shader sampler using RMB drag&drop from the node to the viewport (yes I said RMB). If the node contains multiple outputs (diffuse, specular, gloss..)…
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…
Just an opinion on the transformation node. Currently the scale and angle numbers reset when you leave the node. if you scale an axis to 150%, leave the node, then return, it'll be 100%. Same with angles. Doesn't it make more sense to have the angle and scale keep the number i set it to? If i rotate my texture 90° and…
Did something change with the pixel processor node? Just did a simple Get Float2 to sample color and get nothing. Tried one of your nodes and it works :( Edit: derp forgot to set as output.