@Fonfa Very nice!!! Downloading to check out! Finished part 2 of my substance to zbrush alpha vid for those interested. I also included the brush and substance on the link. Thanks! https://www.youtube.com/watch?v=jeVltAPn-T0
Only scale by whole numbers: 1/2, 1/3, 1/4, or 50%, 33.33%, 25%... That pretty much means only use type-ins for scaling, never do it manually. Offset and rotation is still fine though.
If you're using 4.1.1 there are 2 different PBR shaders the "metalness" one uses roughness (white is rough, black smooth) and the other one uses gloss (white is smooth, black rough) they are exactly the same just one is an inverted version of the other.
Is there a way to tile substances in new graph? In my case I'm making a blend material from 2 substances. The only way I know is to expose octave parameter in tile node in each substance. Any suggestions are welcome. Thank you.
Substance Designer / Procedural Shape Generators PART 1 [vv]110562020[/vv] This tutorial will go over creating a shape rock generator for use in a pebble rock material like below. Part 2 is done just need to edit and upload.
Is there a difference between the Standard and Physically Based(specular/glossiness) templates? From what I can see, the PB template adds the additional Glossiness output. My target engine is UE3. Which template out of those 2 should I be using? Thanks!
Trying to learn Substance Designer at the moment. Loving it so far. This is what I'm working on at the moment. Took me 2 whole hours to figure out how to make those diamonds have opposite rotations lol. Need to spend more time in the program.
Got a "beta" version of my hand painted cliffs up. All procedurally done in Substance Designer. Here is the latest iteration: It's still in "beta" stages as far as controls but you can get it here: http://substance.arvinmoses.com/product/handpainted-cliff-2-0/
Jeremie, is there a difference between the Standard and Physically Based(specular/glossiness) templates? From what I can see, the PB template adds the additional Glossiness output. My target engine is UE3. Which template out of those 2 should I be using? Thanks!
Toolbag 2 has an option to auto-reload the textures. I don't remember exactly where, but it's probably under the preferences settings. And for re-exporting all the outputs of the current graph, you can use the green arrow in the 2D view to export all of them at once.