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…
Hey guys, After the last update it seems that I lost my third decimal case on the warp node, so I can't warp by a tiny value between 0 and 0.01 anymore. Any ways to work around this? I use this little trick a lot to break up some edges with a noisy pattern as an input. My old nodes from old graphs still work if I don't…
@Bruno Afonseca in this example i am making a brick texture, the method i'm using is i made a generator that produces a random brick tile i load it into my scene and clone out as many of them as i want to have bricks in my scene (Well half as many as for each one i also attach to a 2d transform to mirror it, so i get 2…
Thanks Uzziel, that worked :) I just love how much you can create with FX maps and how much variation and randomness you can add to it. Crazy nice! Edit: Another question. Am I wrong or does the random node not work inside an integer function? I have went over my logic and I can't find whats wrong with it, other then the…
@Rhinokey the $number returns the iteration number, actually. If you plug your quadrant to an iterate node, make it iterate 40 times, each iteration will return a different number, 0 to 39. I usually create my fx-maps with a single quadrant and iterate node, and I make it so the patterns get resized and offset according to…
Has anyone else noticed issues with the Physically based shading's roughness? It doesn't seem to behave like I think it should. Check out this animated gif of me moving roughness value between 0 and 1 on a 100% metallic material. gif compression aside, there is some weird stripey stuff happening, and I think there is a…
@Fonfa Hi, 1. this one is a bug, it's been fixed in SD 4.1.1 (it should be released this week) 2. The automatic normalization option actually map the 0 level to 0.5 (middle gray) so you might get either black or white. What you are looking for is a texture that takes the full range, right ? This would be another option in…
Previewing height maps is alot easier and looks alot better if you go to your material options in the 3D view and go to edit, and change the height value. For me it was defaulted at 0, so for the longest time I just assumed it didn't work. Now this has a slight effect on the PBR material renderer, but I advise switching…
Yes, it can. In SD5 if you set the shader to physically_metal_roughness, then in the 3d Viewports menu, go to material>Default>Edit and in the details pane increase the relief to greater than 0. In your graph, add an "output node" , name it Height and plug your height data into it. Right click on that and select "view in…