I've been tinkering with FX maps recently and I notice that each extra quadrant node you add to a chain dims the previous quadrant. I have messed around with the blending modes but that doesn't affect the gradual dimming effect. I can counteract this by defining a luminosity multiplier and using that in the further chains,…
Hey everyone! I've just released a new tutorial, again for free. https://gum.co/haUSe The tutorial will go over how to create an function to fix possible tiling issues that may arise during development of your own Substance Nodes. The example in the video shown will be that of the Herringbone Pattern. This is a slightly…
Your cracks look nice, but with a lot of things on starting tiles and bricks they just flow across betwen each tile. A simple way to fix this is take a duplicate of the node you used to make the tiles, take everything except luminance variation out. You then link this to the intensity input on a directional warp and play…
What I would do is to take the tile generator output and just plug that in as a mask for your brick. Make sure that the tile generator doesn't have any luminance variation on the bricks (you can just duplicate the tile generator if it does, and set the variation to 0) - here you have black for the grout and white for the…
How would I create a function that randomly puts out floats between 0.5 and 1? I want to randomize the length of cracks within an FX-map, but I don't want the cracks to be too small, hence why I want the lowest possible size to be 0.5. However, I'm not sure how I would do that using a random node, since it's base value is…
Noob question here. I've started working with Substance Designer very recently. I am really digging it so far! I'm having an issue trying to paint normal map info nDo style. In some tutorials I saw...there was a height to normal filter in SD...but I'm not seeing it...tried using the Height Normal Blender node as well..but…
Thanks Xoliul that was exactly what I meant. That's actually how I've been working so far, perhaps messy was the wrong choice of words. Having to create an entire subgraph to have one instanced node seems unnecessarily time consuming when a "duplicate as instance" option could achieve the same. Thanks for your help though,…
For my bases I made separate nodes for metals and dielectrics so I can keep the graphs simpler and not worry about anything but albedo color inside the graph. I only exposed the dropdown to chage the albedo and the roughness as a grayscale slider with a dark value for metals (shiny) and a lighter one for dielectrics…
Hi Toku, You can use the "Position" baker and select the apprioriate axis (Y) if you only need one axis. You can also bake them all (XYZ) in a RGB map. If you want to create a template, just replace your bitmaps by "Color image input" (or "Grayscale image input") nodes. You can then use your graph as a "filter", and drag…
@artquest , you might want to use a Tile Generator node for the panel lines at a larger scale than what you have your small square panels. For example, let's say your panels are a 16x16, this new Tile Generator would be at 4x4 and blend it over the top with your base panel material pictured above. A second way you could…