I cannot quite visualize what exactly you want to do, but generally, Substance Designer offers many different warp/distortion nodes some of which accept grayscale masks to influence warp strength, direction etc etc. Since you can create filters and generators for Painter in Designer, you can leverage these nodes and…
Just a heads up, if you try to publish a substance that has a blend node set to overlay (and maybe any of the other blend modes new to SD5) painter will fail to import it 100% of the time.
Question for the Allegorithmic guys: Are we going to get some way to paint directly inside masks that are affected by generators/fill layers/etc? The inability to do this is making our current workflow (we're relying heavily on using fill layers with masks) very clumsy and convoluted. Having a paintable mask on top of your…
When you open Steam, look at the bottom left which says: + ADD A GAME Then 'Activate a product on Steam' Finally type in your code and it should work, came up for me earlier :)
@Justo check this: https://support.allegorithmic.com/documentation/display/SPDOC/Generic+filter In your case you'd have multiple levels, stemming from the same input, and then you'd have multiple outputs. If I'm understanding what you want to do anyway. There's also a video showing making a filter here:…
Let me answer point by point : That's a good suggestion, we also have some other improvements planned regarding the drag'n'drop of resource to reduce the time requested to perform those task. True, I'm adding this suggestion too since we also want to add the possibility to work in sRGB if need with the color picker. Unless…
Jerc, I gave that a try and it failed. The images would not save to the shelf and give the following errors. Are you sure someone there hasn't hard coded the word masks somewhere in there? This sure feels like someone doesn't want me to use a folder named masks. [ResourceImage] Failed to save image.…
You can find the toggle here: Also, you can use this mode to auto mask based on UV islands as well: You must create a white or black mask for the layer first, then use that mode to fill in UV islands or even unconnected geometry with a white or black value. I concur with this to some degree. The solo channels are fine, but…