The pixel processor node will only generate one output (grayscale or color). What you can do (if you need to generate several grayscale outputs) is to store them in the different channels (RGBA) to output them all at the same time from your Pixel Processor. Then use a Grayscale Conversion node to extract them.
I've updated with a new node: This I called the amMaterialColorBlend It works just like the standard allegorithmic node but it allows more control over the normal map. With it you can change the direction of the normal noise - up or down, adjust the blur/bevel, and increase or decrease intensity. You can get it here:…
While it may be a nice package it still has ways to go. There is now way to bend textures and drawing straight lines is impossible in both Painter and Designer. While I can use SVG nodes for drawing lines I can't use them for painting bolts for example. Bend node would be very, very nice!
Working on a procedural brick in Substance. Eyes are getting a little weary. Could use some fresh eyes on it. Thanks: @dzibarik Some of those are pretty simple. use a tile Node. it basically tiles a shape with options. The herringbone patters may be a little tougher but I think you can still get it using the tile node.
Hey guys, After the last update it seems that I lost my third decimal case on the warp node, so I can't warp by a tiny value between 0 and 0.01 anymore. Any ways to work around this? I use this little trick a lot to break up some edges with a noisy pattern as an input. My old nodes from old graphs still work if I don't…
I'll look into that. I was using masks to apply gradient maps to multiple areas, and things got pretty unweildy. If you've got a minute, could I pick your brain about how you'd use worldspace maps to simulate Blended Box Mapping? I'm still wrapping my head around how things work, and while I love SD already, the seams do…
It's really just about coming up with a mathematical formula in node form. The most useful way of using FX maps is when doing them through an 'Iterate' node. You basically go through n number of 'stamps' of your FX-map, but it's up to you to offset every single one based on which one it is in the 'n' sequence.