In your 3D view, to to materials>default(if you have no preset materials attached to your 3D mesh)>definitions and a dropdown of all your shaders will appear, and select tessellation_parrallax, and select tessellation from there. Once you have that enabled, go to materials>default>edit and change the values to the ones I…
Had a first go at making a ground texture in SD. Everything is generated apart from a leaf alpha. Makes you realise why the graphs in the sample PBR materials are so complex. Breakdown shows the diffuse, roughness, normal and height but I also have it outputting an AO and metallic is just black.
I've been busy as of late, but I just started working on trying some more hard surface shapes than my usual affair, I want to try damaging them as if sculpted next. More shots over at my artstation! https://www.artstation.com/artwork/pbr-procedural-hard-surface
Here is diffuse/specular/glossiness version of the pbr shader, we'll probably include it into the next 4.1.1 version. It includes the correct gamma management introduced in SD 4.1. https://www.dropbox.com/s/bvij88br7jz2bap/physically_specular_glossiness.zip We've also made a filter to convert diffuse/metallic/roughness…
Regarding the cubemap, there is not native shader that support that in Designer at the moment with a specular and gloss input too (outside of the PBR shader, but that's quite different). You can try to edit the shader yourself if you have the knowledge. Regarding your crash, I don't think that's normal. Could you explain…
Thanks for the cavity tip! As far as your shader there are some things missing from the substance pbr: 1. No rim light 2. No SSS 3. No Opacity I'm sure there are more, but these are what come to mind. I unfortunately haven't actually gotten to try your shader - I used XSI then Modo, but I've heard great things about it.
When you select the engine (sse2 or direct3d9 / 10) you actually choose the rendering engine for the substance/graph, not for the 3d view. The 3d view uses opengl. For the moment our PBR shader uses a "brute force" method to render the ibl and blurry reflections, you can try to adjust some settings in the preferences /…
Hey guys! Hopefully I don't double post since I am new to Polycount. I have been following this thread for quite some time and have been inspired by the work and collaboration between the artists. I have started a PBR Material library that I would like to share with you guys. As always C&C is welcome, Cheers :)…
Awesome, I think it'd also be good if we tagged substances as hand-painted-look, PBR ready, etc. Looking forward to a request board. Yeah we can host it on dropbox and mirror it on google drive and maybe my website or something else if it gets too big, I haven't looked to see how big substances get, I'll probably wait…
I would recommend making your height map and then using a normal node to create your normal map. But not with the PBR shader. you can see you height map if you go to the 3d view then Material\Default\shader\tessellation_parallax\tessellation like this [ame]https://www.youtube.com/watch?v=B4NFno0-nsQ[/ame] and then just…