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…
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: *…
Hey Shriken, Not sure about having a material not generate, I think that when you load a Substance it has to generate everything at least once. However, some tips for making your graphs go faster (from my expierence): -When you are exposing controls, try and expose them a bit down the line. If you expose a control from one…
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,…
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.
I'll look into that. I was using masks to apply gradient maps to multiple areas, and things got pretty unweildy. If you've got a minute, could I pick your brain about how you'd use worldspace maps to simulate Blended Box Mapping? I'm still wrapping my head around how things work, and while I love SD already, the seams do…
I can't see it in your Shape frame, try out a Slope Blur Grayscale node. Attach a Clouds 2 to the Slope. Attach your shape pattern at some point in your node structure that fits what you're going for. Max out the Samples on the SBG node to 32 and drop the intensity to around two or so. Change the Mode to either Min or Max.…
You can indeed use 4 "Splatter" nodes (with different"Random seed" values), then combine them using "Blend" nodes in "Max" blending mode. Another way to do it is to use a fxmap (and do it in the functions); that's how we did to create the splatter node. I made a small example you can download here, hope it helps:…
I've been taking notes from how some big studios like Naughty Dog worked with SD, especially making small but very powerful nodes. This one takes in a heightmap and roughness map and then spits out AO, Roughness, Normals, and final Heights. The heightmap settings let you scale its strength and position (from 50% grey). It…
Hey Nicolas, (edit: nevermind about the error, download was corrupted, fixed) I've tested the dilation filters and this is what I found: Dilation 1: Works great, but only if mode is set to fast and CPU engine compatibility is set to True. This is exactly what I expected: If mode is set to accurate, I get weird artifacts:…