There is some details about the fx-maps over here (it's about designer 2.0, but it's not that much different of what we have today) : https://www.youtube.com/watch?v=7d1kZncqZx8 part 1 https://www.youtube.com/watch?v=PZ96whtJbGM part 2 The best way I have found to achieve interesting materials was to break down a material…
Nice. Thanks for the response Xoliul and Froyok. I use the Color to mask quite a lot. What I have in mind is having a network with all of my specific materials such as metal, concrete, wood and so on. There would be a function that says once the RGB value is met assign wood for example. Hmmmm I am going to attack this…
I did one of those too, Zac. One thing you can do, is look into visbility conditionals for parameters. The picking list for metal base colors only is important if your metallic value is really high, once you go lower (non-'pure') you're just approximating anyway and you can pick any color you want. So you could use a…
Hey everyone! I've just released a new tutorial, again for free. https://gum.co/haUSe The tutorial will go over how to create an function to fix possible tiling issues that may arise during development of your own Substance Nodes. The example in the video shown will be that of the Herringbone Pattern. This is a slightly…
How would I create a function that randomly puts out floats between 0.5 and 1? I want to randomize the length of cracks within an FX-map, but I don't want the cracks to be too small, hence why I want the lowest possible size to be 0.5. However, I'm not sure how I would do that using a random node, since it's base value is…
Hey guys. Im not sure if this question is gonna make sense but, i wanted to know if the way that i am using SD to create textures is correct or not. What I basically do is use bitmaps and sometimes FX maps to create a heightmap. Then I use these maps to derive normals and roughness. I also use these maps as masks to blend…
@artquest , you might want to use a Tile Generator node for the panel lines at a larger scale than what you have your small square panels. For example, let's say your panels are a 16x16, this new Tile Generator would be at 4x4 and blend it over the top with your base panel material pictured above. A second way you could…
You can use the new bevel node in Substance Designer 5 to get angles that face a specific direction. With clever use of color picking and placing you can blend these colors at a very low opacity 1-5% and get nice, subtle angle variation in your normals. If you design your node structure with 1 mask that generates most of…
dzibarik - Thanks for your reply. I saw that brick example as well, it is helpful though I am not looking to make it manually using Transform 2D nodes. I also saw your post on mirroring using stripes. I tried that and while that works that method cuts off the the end of "planks" or "brick". I am after functionality from…
ORIGINAL POST HERE: http://www.polycount.com/forum/showpost.php?p=1971970&postcount=87 Have just created a modified version of the physically based shader for substance designer. This modified version allows you to work with a full specular map (like toolbag2, for example) instead of using the metalness workflow that the…