When using filters to organize substances, is there a way to specify "EITHER/OR"? For example, if I want foliage and grass in the same substance category, I'll have filters: Graph -> URL -> Contains -> path_to_substances ALL -> Description -> Contains -> grass But if I add another filter, say for "foliage," then of course…
Thank you for the help Rogelio. I've gotten around to looking at the example substances for learning purposes. Also, I apologize if this is more of a unity question but I just got done making my first substance and when I import it into Unity it looks nothing like the expected result. The top left is what it looks like in…
I have been looking at the hot rod example sudstance files to try and understand sd a bit better and i noticed that the edge and paint wear detail in the car paint isn't being carried across-ed into the normal map. I was wondering if there is a way of having an output node which will allow it to go into the multi material…
Hey guys, as most of you knows, the easiest solution to rotate a normal map is generally to rebake it, but sometimes it's impossible (if you don't have the hi res anymore for example...) So I played a bit to see if SD5 and the new pixel processor node can help us a bit in the process. And hopefully, it does :-) Here is a…
You should try the curvature bakes by yourself :) The Cymourai stuff is almost 2 years old now. Yes, I meant one layer per output. It is simply impossible to convert a substance graph into a PSD. There are too many things Photoshop cannot do. We already talked about letting people expose only some of the nodes in a PSD,…
Regarding the possibility to expose Gradient Maps keys, there is a necessary limitation on this side to avoid performance issues. The workaround (/way to expose color options) is to use "Uniform Color" nodes. You can expose the "Output Color" parameter to the user. If you need to preseve a specific gradient, you can also…
Getting better results now. Noticed I had luminosity in my initial tiles. So fixed that. "- I then directional warp the stripes pattern both up and down with the combined gradient-pattern, then add them together." I think you meant 'subtract' with this blend. I got the tapers from doing that. So this is my best result yet,…
@arvinmoses :) thanks :) Yep it is art for art sake. Rendering them in Iray and post in photoshop. Just got tired of exploring more traditional textures and wanted to just explore and come up with whatever. The last one for example was just experimental with gradients and directional warps and I was able to get that…
You can do whatever you want. However working from scratch in Designer allow you to easily reuse some masks multiple times. For example if you mix wood and metal, the mask used to differentiate their color in the diffuse can be used for the roughness too. It's just more convenient. You can of course start from you baked…
There is so much settings it's hard to be sure of everything. Even for us. One thing to consider is that even if the env map seems identical, the one shipped in Toolbag 2 and the one Designer/Painter are not calibrated at the same level of exposure for example (we also tweaked some manually by modifying the sun and so on).…