Ah that is a shame. Is it something Allegorithmic have thought about for a future release? It would be really powerful to be able to write a pixel shader into a node, which would take in an image and output the resulting image after the shader had been applied.
@ Dvonio - I really don't have much experience with the pixel processor so I'm not the right person to ask. But you can create these patterns in a few seconds in Substance and skip Photoshop altogether. Patterns in fact are one of the strongest points of SD
Having some fun with the pixel processor node :-) In this video, I am using it to transfer textures on a mesh with new UVs. Some artifacts, but globally, it works :-) [ame="https://www.youtube.com/watch?v=Kak9zPIRiY4"]https://www.youtube.com/watch?v=Kak9zPIRiY4[/ame]
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.
@lionel212 There's no built in spiral AFAIK but you could realize it through the pixel processor/FX Maps! It will take a bit of math. @LORENZO What are you trying to make? This seems like an inefficient method for such a pattern. Instead you could make the pattern once and offset it across all of your tiles
The curvature baker in Designer can work without a normal map. You need to select the "per vertex" algorithm instead of the default "per pixel" algorithm. THe quality of the result will depend on how finely your mesh is tesselated as the curvature is only calculated per vertex and interpolated on each triangle in this case.
Sorry to spam this topic, but there were a few other things I ran into: When linking a psd and blending a seperate layer with the diffuse, it gets white fringing around semi-transparent pixels. Any way to prevent this? Also, can I set the 3D View to unlit, for the purpose of previewing the diffuse only?
Thanks Uzziel. This works nice. Next question. How to make my own function nodes and nest them in pixel processor? Something like those built-in nodes with star icon, "Degrees To Radians" for example. EDIT: Nevermind. I got it. Right click on Substance Package in Explorer > New > Function.
Really nice, it works ;-) to get it simpler you already have a "0_1]to[-1_ 0_1 ]" node in the library (and another one to get back to the original state) You could have put the rotation directly inside the pixel processor by using the rotate position node, but except this, I used the same maths :-)
I am looking forward for this . Still Designer imo lacks some very basic , simple things that hampers the workflow I described. For example scaling in Photoshop (or Fusion or Photoline) could be done very precisely from a center of transform / pivot placed in specific position . A mask blur works within set distance…