Hi @Obscura i understand that gradient ned to follow this path . i tried using panner node to move UV but it did'nt made sense . i tried to create flow map using this image but it also didnt made sense what was happening . what node can be used to make gradient follow this path ? or are you asking me to make a rectangular…
Thanks for the reply cramsodaser. I tried what you said and still got the same problem, I changed the background color to white and I am still getting everythin white, my svg is now showing in the tile generator. Odd thing is that if I attach the svg to a normal node the same happens and nothing appears in the normal node…
Ok, someone correct me if I am wrong, but if I understand this correctly about Substance Designer: Substance Designer does mostly procedural / node-based texture generations similar to what dDo does, but operates through a Node-based GUI to do so. So instead of a bunch of layers and PSDs like dDo, you're dealing with it…
Here is a pure OSL version. - Use noise to drive edge width - Pipe to a range node you use Output MAX scale up to amplify the nuances the noise generates. - Stick to distance in a OSL AO map that is set to both convex and concave ( you need to download the AO map from a github server somewhere ) You can ofc do the exact…
At the moment my PC has 16gb of RAM but after talking to those at Allegorithmic, it appears the speed of my nodes is dependent on my computer processing the information. For example, I have a Uniform color node set at 2048x2048 and the timing on my PC runs at 5.74ms, while the video I was following along with had 0.16ms,…
Hi @Slugs, you can't assign color information into Alpha on a material in that way, but there are others if I understand you right. The layeredTexture node is a simple blending kit that's great for this sort of thing. It's a simple setup that could be expanded or automated since you have so many to make, the color and mask…
You can also do it with multiply-divide utility node. The hypershade looks something like this: Hook up AO map as input 1 and color texture as input 2 (or vice versa) in Multiply/Divide node, and hook up the output of Multiply/Divide to color of your shader. Then use the UV Linking editor to hook up the textures to the UV…
Well I wanted to expose the "Sample / Filter" property from a TextureMap node (since turns out they fixed it in newer versions of Max), but I suppose I can just use both a filtered and unfiltered texture with a IfElseBasic node to let users decide instead. But yea, any attempt I've made at editing the files directly has…
So I fixed this! When you import your normal map texture, make sure that you have it's Compression settings set to TC Normal Map. When imported it brings them in as TC Default, which is not for normal maps. Also make sure that in the material editor that the normal map node is a normal map node and not a default one, this…
Hey! Your work is amazing! Substance is a very powerful tool for creative minds! Unfortunately, it also lacks a good node-by-node explanation and examples. On that topic, would you considering sharing that rocky ground and the stream substance files so others (like me hehe) can study? Keep up the good work! And if may I…