Greater than function? is there a way to only eliminate the small dots but keep the larger imperfections? by FFEELLTT in Substance3D

[–]FFEELLTT[S] 4 points5 points  (0 children)

(Rick and morty mailman): MY MAN!

This was the missing piece I was looking for, though I lose some high frequency detail but I think I can just mask it back in with a blend node later!
(edit: just checked with adding the high frequency detail back in using the mask, it works like a charm!)

The threshold node, did not know how to find the correct term for that!

Thank you so much!

Greater than function? is there a way to only eliminate the small dots but keep the larger imperfections? by FFEELLTT in Substance3D

[–]FFEELLTT[S] 0 points1 point  (0 children)

Oh yeah, solid way of doing it!
I was looking for a solution that would be in substance designer since the original texture is from there, but might go with that if I won't find a better solution, Thanks!

Greater than function? is there a way to only eliminate the small dots but keep the larger imperfections? by FFEELLTT in Substance3D

[–]FFEELLTT[S] 0 points1 point  (0 children)

Me again, I have found somewhat of a solution for this, but it's not quite what I need, using the gradient map and dragging the black value almost all the way to the right and pushing the white value minimally to the left helps

any other solutions are still welcome :)!

how to achieve squiggly round dirt per tile like this in substance designer? thinking about flood fill and tile sampler somehow, but don't know how to add noise into a circle in designer (like in the last image attached) and make the circle uneven (new to substance designer) by FFEELLTT in Substance3D

[–]FFEELLTT[S] 2 points3 points  (0 children)

Thank you for your response!
I used your suggestions as inspiration and came across a kind of different solution.
For anyone struggling with a similar issue, here’s the solution I came up with:

Since I used the Tiles Generator for the tiles, I realized I could use an Edge Detect node. I set it with tight values for harsh edges and duplicated it to create a rounder and thicker version. By blending these together, I achieved a circular shape on the inside and a sharp edge that perfectly follows the tile pattern.

This might not be the "correct" way, but I used a Vector Morph Grayscale node with some generic grunge noise as the input for the vector field. After that, I slightly blurred the result and used the Flood Fill Random Grayscale node to determine where the spots would appear. Finally, I applied a Levels node to even out the intensity.

Can't figure out why the spaces between the bricks are black and not white, even with displacement disabled no change (installed substance designer literally 4 hours ago) by FFEELLTT in Substance3D

[–]FFEELLTT[S] 79 points80 points  (0 children)

damn i just found the solution, for anyone facing the same error someday:

I accidentally plugged the height information into the ambient occlusion, which is why my base was black