posted these from this thread link Download Substance Tools Tiny Update I decided to remake the curvature map inside substance designer. The substance designer curvature node map filter comes with a noise issue that was just not great for composting on top of base colors. Especially on clean meshes like the robot low poly…
posted these from this thread link NOTE: If you downloaded the previous files please delete those and add these to the correct directory thanks :) these now use the substance folders. Download Substance Tools Updated where the files go in. now all files go in into the basic substance directory unzip contents into Substance…
What kind of nodes come out of the box with this? In the car video he uses base materials like paint, chrome, etc, are those standard? Also he chains them into effect nodes like edge wear, dirt, etc, what about those ones?
[size=+2]Substance Designer 4[/size] is here, woohoo! The main new features are: * Material layering workflow - full materials can be collapsed, blended and processed as one single element. * PBR preview - the 3d preview now uses the same lighting model as UE4 * Dynamic inputs and outputs - Activate node inputs and outpus…
Is there a way to collapse/merge a bunch of nodes into a single node? If not, Feature request: Node trees tend to get cluttered quickly, so selecting a chain of say 8 nodes and turn those into a single one will surely help to overview and organize it. Being able to expose important settings and outputs on that new node…
Guess I'll bump this again..Thanks for the replies so far. More questions which turns into feature requests if there isn't a good answer :) -Is there a way to temporarily disable a node to view the graph as it wasn't there? -When exposing parameters for the levels node, there are 4 sliders for each "knob" (low, mid, high).…
Thanks you two for the feedback. I like that SD and even b2m are being offered as stand alone applications, as opposed to those in plug-in form (my copy of ndo2 for example). Now I know you said we can message you regarding a keycode...but I'm still getting used to the idea of having commercial apps on steam though, are…
Yeah just make a subgraph out of it with exposed input and output nodes. Open up some of their nodes from the library, drag and drop a node from the library into the list of opened graphs to check it out. Essentially you just create a new graph inside your package that is not intended as a main graph but rather as a part…
theres a long/lat panorama channel for the PBR shader, so just import your image and hook it up to an output node. right click on node, select view in 3d view, and youll get a drop-down list of the channels.
One more question. If I import a 1k texture into a 2k graph, how do I tile it twice to get it up to 2k? Adding a transformation node and stretch it 50% is the only way i know for tiling, but that of course results in a 1k map still, as in 4x512. Would it help to set the Output Size for that node to 1? I'm still not quite…