Yeah, evolution does happen. Still Substance Designer imo is an example of what could be perfectly artist friendly with just a little bit more conveniences here and there and less "program everything on your own" concept. Convenient 2d transform gizmo like in Photoshop with ability to scale precisely around chosen screen…
IMO why couldn't it be just "copy instanced" command for a node duplication with ability to make certain parameter "unique" "single user" whatever. Blender style maybe. With some highlighting of nodes using shared parameters. Plus a certain panel where shared parameters would be collecting automatically . Same node…
Or years. I already tried to take a look at it - no chance for me. I just thought I misunderstood something and there is an actual way to utilize an external FX Map.The documentation states "The sampler node can be used to sample pixel values in an image input plugged to the fx-map node. The sampled values can then be used…
Sorry - i hadn't actually looked inside the node and didn't realise it was pixel processor based to that extent The biggest usability issue with designer is that they marketed it at the wrong people IMO Anyway, it's an easy addition - took about 2 minutes to figure out and implement. You'll want to take a copy of the shape…
Clarisse is just an example of something more user friendly while keeping very procedural and flexible approaches. SD design might be totally driven by performance limitations, GPU specifics etc I am not sure. After all Filter forge, kind of SD alternative allowing few cool things SD wouldn't (like scaling the whole…
Thanks for the reply, but can you please elaborate? I'm not quite sure how you mean that. https://docs.substance3d.com/sddoc/using-the-sampler-nodes-102400024.html is this what you mean?I never used FX Maps and functions only a few times to drive different values through one parameter.
I need a shape splattered non-uniformly. I can control the density, the scale and the rotation using map inputs, but I can't control the position random that way. Is there any workaround, or could the shape splatter node be adapted (no clue how though)? For now I would just use different stages, mask them out and layer…
There is already a Material 2D transform in the library, and Substance painter has Photoshop style color adjustment nodes that we should definitely package with Substance Designer as well. I'm curious about how you would approach instancing and exposing parameters in a better way, we're always open to suggestions. SD is a…
Isn't vector map input + vector map multiplier in position group enough for what you want ? Just make a normal map from a noise with a gradient to flat 128,128,255 normal map color and input it to vector map input of shape splatter node. Flat 128,128,255 color would give you zero shift in shapes and noisy part would give…
The fun bit is that a couple of months after you buold this collection of nodes they are guaranteed to add the features you spent all that time creating. You're right though, that's exactly what I meant. To really take advantage of designer you need to be thinking like a programmer but it's still a very powerful tool in…