This is an interesting method!!! But yes, it is not ideal in the sense that it is difficult to select the values that are needed, i.e. it depends heavily on chance. So, we have two problems: 1. This is a random rotation of each figure by an angle that is a multiple of 60 degrees. 2. In fact, we do not have 6 different…
Hey Neox: Substance uses whatever normals are inside the mesh, so "explicit" like they are in UDK. You can tell it to override though. On your screenshot it looks like you just need to flip green though (they call it DirectX <> OpenGL normals). Also, you're talking about switching engine, keep in mind that is NOT the…
You should try the curvature bakes by yourself :) The Cymourai stuff is almost 2 years old now. Yes, I meant one layer per output. It is simply impossible to convert a substance graph into a PSD. There are too many things Photoshop cannot do. We already talked about letting people expose only some of the nodes in a PSD,…
@ AdrianST, I've found that one way of creating fur or grass is to use a shape node, then run it though a scatter node, and adjust the pattern width and height. I don't have Substance in front of me right now, but when I get home I can make a mock up to show you the effect that I am talking about. You can also deconstruct…
Hah, afaik, none other than the in-house tool Splash Damage had. There was talk one time about maybe going public, but the guy who made it left so that will probably not happen. Designer is already ahead of all other publicly available bakers IMO, and if they did some more changes here and there they could really be the…
@Neox, you are right that most of the simple operations in SD could be converted to Photoshop equivalent. There are multiple isues though: - A grah can have and will have several branches, it can branch in and out multiple times in a graph and keeping that aspect in a layer stack, which is by definition linear, is simply…