We have a new "UV node" in the works that allows to remap a texture using arbitrary UV coordinates. That along with a UV delta map could be useful I guess? I have no ETA though. As for building a library, the 4.1 release (probably tomorrow or on Monday) will bring a new Alias system -thx Xoliul :)- and an option to pack…
Hi I am new to substance designer, and am interested in generating procedural marble/granite materials, kind of similar in style/color the following links: is this possible? thanks http://l.rgbimg.com/cache1nwqA7/users/a/ay/ayla87/600/mfp2K8K.jpg…
Nope :| I wish. although I am going to run a test with emissive and see if I can get away with that. That has actually been the thing limiting me from doing interior shots everything right now at least needs some skylight from the dome. I am just using the HDRI from substance designer and rotating till I find some good…
I just got Substance Designer yesterday, loving it. But I can't quite figure out the renderer. height maps don't seem to have any effect. as well as when I try to use a spec/gloss pbr workflow, the spec and gloss values seem to have no effect on my material. I'm sure its just that I've toggled something off/on somewhere…
Hi, I am learning SD and while watching "The Witcher: Nightmare of the Wolf" and it got me inspired after I saw those pendants hanging. So, I wanted to try someting substance. Here's what I got and would like improve the height map more. Ant feedback be great. Tile Sampler 1 Tile Sampler 1,2 Tile Sampler 1,2,3 Thanks…
Jerc, would you mind explaining how your FX map works in that grass example? It's hard to tell what's going on with FX maps. You can't see a preview of each node in the FX map, and there are a number of quadrants each with a number of functions driving it. I was really surprised to open that SBS up and see how you made…
Some cool stuff im seeing here. im using substance to create some materials ill be able to use similar to base mats that were used on the car the team had demoed. with that said im not looking at making the materials cheap but i want them to look like since they would be baked down in the end anyways. but i thought you…
Bumping this as it seems you didn't get an answer yet. I guess you get an heavy memory usage simply because you are linking the bitmap directly in the graph which trigger their display and therefore their loading in the ram. Try adding them via the explorer in a ressource folder instead (beside you graph). You can still…
Hey guys, does anyone know how this fix this tiny naming problem I'm using an old graph and expanding on it, and changed the name of it to 'mat_metal' as I plan to do for all the materials in that substance. It works fine except for the header of the node window which says 'metal patches', the old name (if you drag it down…
@Y_M, your mask looks pretty neat as well! Theres just so manyw ays to do the same with al those nodes haha. I use the distance based technique often, for small cracks, peeling paint, and even cliffs. You can get a lot of mileage out of it. @Arvin, thanks! I think I learned it from one of the preview videos of Substance…