+1 I agree completely with SyncViewS, I've been thinking about something like this for some time and I think it would be very useful. Also, lately I have been using 3ds Max 2016's MCG, which is a nodal scripting interface, and while their UI leaves a lot to be desired, there are some nice features that help with…
Hey guys, first foray into substance designer here. Just trying to make some rocks. Have a look. The 2D view is viewing a blend node, some fairly chunked up rocks. It is being piped into a normal node right after. In the 3d view you can see some weird... circles. These circles arent visible in the blend node. When I switch…
Hi, i'm trying out some new workflows in Substance and one of them would require the functionality of the Tile Sampler node, except i'm very limited by the amount of inputs i can feed it at once (6 afaik). I tried looking at the node itself and it's internal workings but wasn't able to figure out much by myself. So the…
Okay, I'm still pretty new to Substance Designer and I'm trying to wrap my head around how the Normal node actually works. I've made a small example: Tiles generated in Substance Designer Tile map converted with the Normal Node inside of Substance Designer Tile map converted with the Normal Node inside of Substance…
Make your own material and use the texture coordinate node. It'll give you the UVs per-pixel and you can use clamp nodes or if nodes to turn these values into colours.
Turn off display only DAG nodes, middle drag the time node from outline into hypershade. You'll need to multiply it by something and then plug it into a place2dtexture node. Voila, animated uvs.
It's probably due to the "Output size" setup used in the graph nodes. Be sure to specify an "Absolute" size to your bitmap nodes, and a "Relative to parent" size to the node just after each one.