Hey guys, haven't found a stupid questions thread, and the Discord seems pretty dead, so hopefully it's fine to ask here. This might have been asked a thousand times already though, but a cursory search led me to nothing unfortunately. Here's what I'm trying to do: let's say I have a premade texture with several unique…
You could use a function to do that. For example you have a "cracks opacity", and the "Aging" parameter. For the opacity on the blend nodes where you blend in your cracks, create a function. Inside the function, input the Cracks value, and overall Aging value into a Minimum node. That node will spit out whichever value is…
I have been looking a lot at Functions recently. One thing I keep finding myself wanting to see is a bit more feedback from the nodes themselves. Most of these things can be solved by doing tests and viewing the changes in the 2D/3D view but it would be nice to have (and quicker to iterate) some other feedback. - Is it…
To add the Jerc post. Yes Substance can do the same workflow as the Order. The only bit is that cool blending will happen in the shader aspect not within substance even though in substance you can get your tiling but it will still be restricted to 1 to 1 map like 204x82048 etc when the whole material blends is complete.…
Hey man! Thanks! Umm.. so as far as integration into a dcc I'm not too sure about the workflow speed it'll give you. When you're using it in UE and I think most of the DCCs it's using the CPU rather than the GPU to evaluate. Which gives a slowdown being able to preview. I think most people use a more specific material and…
@jerc: Yes the normal map baked out of Max has padding still it doesnt really seem to consider the padding at all. The bake that I get appear to only read the information just within the UV island borders anyway. One thing that might have something to do with it is that when I load my fbx into substance designer (exported…
I am looking forward for this . Still Designer imo lacks some very basic , simple things that hampers the workflow I described. For example scaling in Photoshop (or Fusion or Photoline) could be done very precisely from a center of transform / pivot placed in specific position . A mask blur works within set distance…
The word is out already :) So indeed today we are releasing SD 4.2 and the free Substance Engine plugin for UE4! [size=+2]SD 4.2[/size]* Automatic and continuous export - Allows you to see updates to your substance in real time in any hot-reload enabled software (Toolbag2, Unity, Maya, etc.) * sRGB/Linear switch both for…
regarding the curvature, my comment is purely based on what i am seeing on the videos(cymourai one for example) and sample files included in trial. they seem very aliased and poor quality over all. i did check out the scar and hotrod sample and they seem very unpolished to me, and generally poor quality. it has that same…
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…