Cheers all! I do know that the grunge maps are heavy, I'd actually used clouds previously by the effect isn't as nice as the grunge. Still, there's a project for us - Cheap Grunge. Rogelio, yeah when it comes to the blend node I also wondered why they didn't have screen and overlay built into the blend node. You can see…
Small sneak peek of the PSD export coming up in 4.4 Support for an unlimited number of layers from any node in the graph. The PSD can be customized with layer groups, masks, blending modes, etc. All these settings are saved with the substance for easy reexport.
Hey guys, have been following the Cymourai SD tutorial and enjoying it so far, only had a problem with the blend nodes with it comes to overlaying 'base elements' using the curvature map in tutorial 5. He uses a blend with a multiply mode - his version (on the left) blends or masks the details quite nicely, while when I…
Grunge maps should almost always be rendered at half or quarter res and then tiled back to full res. They never really stress this in the tuts or videos, here's some screens on how i do it: First you need a good grasp of Absolute vs relative resolutions of a node. Each node can have its resolution controlled in 3 ways: *…
We don't have for the moment the support for direct code writing. The only alternative as your figured out is to use the node-based approach in a pixel processor.
Their are 2 modes of inheritance: - relative to input: takes the size from the previous node connected to the primary input (the one with a black dot) - relative to parent: takes the size from the "host" -> the graph in SD Each node can have a different mode and can apply a multiplier to the inherited size (-1, -2.. +1,…
@ 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…
I believe your issue here is because your input for the normal_to_height node is not on the "H and V Tilling" setting in tilling mode. You can insert a Transform2D node to override the tilling mode if you want.
Sure thing! It's really just a matter of generating some shapes to use as inputs for a tile generator with a few settings tweaked. First I took the few shapes that I wanted and plugged them into a multi-switch node so they could be easily changed later. Then I blended them with a gradient to get the slope which then feeds…
For Patterns? as in like link Than yes as long as you have a Normal map, AO, Cavity with it. Well you will only really need the normal for a flat texture like the brick walls etc since I was able to use the cavity node and AO node I made to get that information to use for the worldspace node. AdrianST- Yarn, fur, and…