@EArkham... Couldn't you add a second filter - i.e. Graph -> URL -> Contains -> path_to_substances ALL -> Description -> Contains -> grass = filter1 Graph -> URL -> Contains -> path_to_substances ALL -> Description -> Contains -> grass = filter2 ? Finished up a chainmail for use with characters. My first material for…
When using filters to organize substances, is there a way to specify "EITHER/OR"? For example, if I want foliage and grass in the same substance category, I'll have filters: Graph -> URL -> Contains -> path_to_substances ALL -> Description -> Contains -> grass But if I add another filter, say for "foliage," then of course…
Hi guys, here is another free substance. This time a ancient ruined pavement. Check the link for more renders, the RAR containing the 4K maps, and the Substance source files. Enjoy!
We have some memory management issue when publishing packages that contains large bitmaps and this may be the cause of your problem. Try to set the bitmaps resources compression to "jpeg" instead of "raw". This should allow you to publish the substance.
Forgot to post this here: Smart Material Tutorial/Template (.SBS) - Generic Rubber Learn how to create reusable smart substance materials for Substance Painter in Substance Designer. This .sbs file can be used both as a tutorial, since it contains a lot of comments explaining what each part does and what to watch out for,…
Anyone know why my Curvature_Smooth node is giving me that really harsh gradient? The normal map doesn't contain any information like that. Everything is set to OpenGL, and it works the way it should on the regular Curvature node. Following a tutorial, I'm a noob :sweat:
I've recently made a filter to workaround this problem, it's the same diffusion filter as the one we apply on baked bitmaps. I've not added it yet to the default library I'd be interested if you can test it. It works with any image that contains an alpha channel, but it requires the rgb to be pre-multiplied by the alpha…
The blinn / relief / tesselation /parallax and since 4.1.1 the Physically_specular_glossiness shaders use a glossiness map. Quick tip : you can manually assign a node to a shader sampler using RMB drag&drop from the node to the viewport (yes I said RMB). If the node contains multiple outputs (diffuse, specular, gloss..)…
You could just set up a messy library then. Takes some work setting up, but once you're watching the folder (like C;/dump/) and set up the Library filter rule (Path contains 'Dump'), the new relative library path system should work for you. You just have to keep photo resources in that folder or subfolders, but you can…