When you are importing these textures have you tried turning off sRGB or turning on a linear option? Could be a simple sRGB vs linear issue. I don't have Marmoset Toolbag 2 so I can't really test out that solution myself.
The setup is quite simple : I create 1 piece of "regular" green grass, and one piece of "dried" thin grass. Then I have created 2 FX maps to spread them randomly the way I want. Finally I color and blend them together :
I'm using the spec/gloss tessellation shader and when I tile the material in the viewport, the tessellated mesh tiles differently from the albedo (ie; at a different rate). :) Example below, first image shows no tiling in viewport while the second image shows what happens if I set tiling to 2.
First substance finished after 2 weeks of learning.. It took 8-10 h spread accross 3-4 days to complete it. Graph looks big, but the major part is texturing and making masks. It looks chaos, but it works. More substances to come on next weeks, maybe even some project. Cheers
Hey guys, I would like to get your opinion on what should be my next SD tutorial between these 2 : The "Terrain Maker" substance : https://youtu.be/h05FlB0nV6A The"Rotate Normal Map" substance : https://youtu.be/DZZJlbAmAS8 You can vote here : What should be my next SD tuto ?
This is an interesting method!!! But yes, it is not ideal in the sense that it is difficult to select the values that are needed, i.e. it depends heavily on chance. So, we have two problems: 1. This is a random rotation of each figure by an angle that is a multiple of 60 degrees. 2. In fact, we do not have 6 different…
I just finished up December's Substance of the Month: Normal Flakes. This generator can help with all your metallic flake, snow, sand, rock, and ornament needs! :smiley: The showcase renders were done in Marmoset Toolbag 2. You can download the .SBSAR from the link below as well! http://goo.gl/Tmx4yI
A couple of questions: I'm thinking about downgrading from commercial to indie version and upgrading to SD5. So... 1)Will batch tools be available? 2)Will Bitmap2Material light node be available? 3)if I link it to my Steam account will I be able to download a stand alone version if I move to another country (or is it not…
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.
One idea would be to colorize your cells with a gradient map (0 127 127 and 255 127 127 on respective side), create a gradient linear 2, and use your cells to drive a vector warp to offset each cell by color. It won't result in a sooth gradient over the whole cell though, like it could be highest at the middle or…