Quick question for the wiz kids here... Is there a way to know whether or not an input node has an input ? Essentially I would like to use a default input, defined INSIDE a substance, that would get overridden if an input has been defined OUTSIDE. Also, is there any difference between using input["myInput"] and…
Gentlemen gentlemen gentlemen.... does ANYBODY know if Hugo Beyer is sharing an in-depth look at the graphs for his bark and stone (see here <https://artstation.com/artwork/substance-materials-personal>). I'm just sitting, glued to the screen looking at those beauties, and I had to ask if maybe I overlooked a post…
Yes I know it's not cheating, but it feels a bit like that to me and I'm trying to get the things as perfect as possible. So even if the seams are not visible, just the fact that they are there are annoying me. ;) I'm actually trying to make textures for spaceships and as those are "flying" all areas are viewable in the…
To summary a bit : SBS : source file, editable in Designer. SBSAR : Compiled + Compressed version of your SBS. Also include the resources needed by the graph (like bitmaps). The sbs format is the raw format, like a psd file for Photoshop, while an SBSAR is a compressed object, like a jpeg/png image. The sbsar is only one…
I am curious how much time people do spend on creating all those great textures in Substance Designer really? In my own experience while it sometimes helps to make a nice things still it's a tremendous time eater . It tooks 3-4 more time than what I would do with Photoscan, Zbrush and still things often looks not real…
I had a go at substance designer over the last few weeks and this is the result so far. Im really impressed, took a while to get used to the workflow but I actually like it. I didnt use any in built rust or scratches etc did all my own custom ones and it was fun :). This is still WIP its just screenshots from the SD…
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 /…
Unity2k ^^^^pretty much what he said, you can also right click on the graph in Substance and use the "Export Outputs as Bitmaps" and that will give you all kinds of awesome control. I'll be posting some video tutorials this weekend and I can cover that stuff too if you guys like. And please ask all kinds of questions…
Having a little time off work over the holidays, I'm finally jumping on the Substance train. This thread is awesome! rogelio - thanks so much for the files and tutorials. Also for starting the blog with Pipes. Awesome stuff! I definitely see why you guys at ND have changed your workflow to Designer :) bugo - great looking…
For Patterns? as in like link Than yes as long as you have a Normal map, AO, Cavity with it. Well you will only really need the normal for a flat texture like the brick walls etc since I was able to use the cavity node and AO node I made to get that information to use for the worldspace node. AdrianST- Yarn, fur, and…