OK, I've had several hours with this over the last week or so, and I'm loving it. I recommend running through all the Allegorithmic tutorials to get a basis on adding textures, baking models and creating AO/Curvature maps. Once you've got a curvature map, try the Edge Wear filter, and then open the source of that filter…
In your 3D view, to to materials>default(if you have no preset materials attached to your 3D mesh)>definitions and a dropdown of all your shaders will appear, and select tessellation_parrallax, and select tessellation from there. Once you have that enabled, go to materials>default>edit and change the values to the ones I…
Sorry to spam this topic, but there were a few other things I ran into: When linking a psd and blending a seperate layer with the diffuse, it gets white fringing around semi-transparent pixels. Any way to prevent this? Also, can I set the 3D View to unlit, for the purpose of previewing the diffuse only?
Here is diffuse/specular/glossiness version of the pbr shader, we'll probably include it into the next 4.1.1 version. It includes the correct gamma management introduced in SD 4.1. https://www.dropbox.com/s/bvij88br7jz2bap/physically_specular_glossiness.zip We've also made a filter to convert diffuse/metallic/roughness…
Been having a little play around with SD today, thought i'd make something that would be a pain in the arse to texture by hand... so went for an oldschool divers helmet. I thought it would be a good exercise from a highpoly model down to baked textures (not bothered about realtime shaders at this point). Once i'd made the…
You can do whatever you want. However working from scratch in Designer allow you to easily reuse some masks multiple times. For example if you mix wood and metal, the mask used to differentiate their color in the diffuse can be used for the roughness too. It's just more convenient. You can of course start from you baked…
Super cool Nicolas! I think I wanna try to take that bevel section and see if I can create a bevel node with it. Super organized too. Wish I made my stuff like that. @Dave - Thanks for the compliments man! Very humbling to hear. It's looking really good! Can you post it from toolbag or unreal? the SD viewer tends to lose…
Yes, it can. In SD5 if you set the shader to physically_metal_roughness, then in the 3d Viewports menu, go to material>Default>Edit and in the details pane increase the relief to greater than 0. In your graph, add an "output node" , name it Height and plug your height data into it. Right click on that and select "view in…