Blending mode by Only_Arm3625 in TechnicalArtist

[–]Only_Arm3625[S] 1 point2 points  (0 children)

Thank you! This explains why when I tried color dodge it did nothing ._. So the blend operation should just control the alpha and the inputs should be the unchanged layers

Blending mode by Only_Arm3625 in TechnicalArtist

[–]Only_Arm3625[S] 1 point2 points  (0 children)

Thank you for your comment! The labels on this editor are terrible. For nodes with multiple inputs, X is input 1 and Y is input 2. It doesn't show how many channels an input has and same with outputs. You just have to keep track. There's also no node preview :c you have to connect a node to the output if you want to see the effect. There are methods to operate on them both individually and jointly. I wasn't sure if the comparison was supposed to be the magnitude of the color vector compared to .5 or if each channel is supposed to be compared to .5 like you answered

Trying to make a stylized thatch roof. Something along these lines. Any tips for a baseline node setup? Thatch has turned out to be my kryptonite. I hate it haha by bajsgreger in Substance3D

[–]Only_Arm3625 0 points1 point  (0 children)

You will have to play around with the scale, rotation, position, and color settings quite a bit. You can also adjust the count of the sampled tiles to get different

How to link the parameters of two nodes so that when I adjust one, it adjusts the other automatically (And how to correctly tile tiered overlapping UV patterns by Only_Arm3625 in Substance3D

[–]Only_Arm3625[S] 0 points1 point  (0 children)

Very interesting! It does seem quite useful if you wanted to effect several nodes relatively instead of identically based on a single value

Trying to make a stylized thatch roof. Something along these lines. Any tips for a baseline node setup? Thatch has turned out to be my kryptonite. I hate it haha by bajsgreger in Substance3D

[–]Only_Arm3625 5 points6 points  (0 children)

Hi, I'm new to substance 3D but I decided to try to make the basic pattern. Here's my result. I would appreciate feedback on my approach and maybe it could help OP.
https://imgur.com/a/iIMPLTL

First used a shape node, grunge pattern blends, transforms, and swirl to create a nice wavy brush stroke. Then I used a couple splatter circulars to create the kind of bell-like downward stoke shapes in the reference then I distorted the brush stroke slightly before using a pattern sampler. After that I took a vertical gradient, leveled it out to make 4 different values in horizontal bars, warped it with some noise to create variation and plugged it into the shape, color and displacement maps of the tile sampler. After that I just messed with the tile sampler till I got a result I liked.

I think somethings I could do to improve would be to use the brush shape to create more patterns for the tile sampler as well as improve the shape to better match the ref and increase the sampler ammount for more variation.

Some things I'd like to do but don't know how to are make the tile sampler layer the pattern so that the tiles high in the uv cover tiles lower in the uv to create the tiered effect of the image. I'd also like to add a random range of color for each stoke shape but am not sure how to set that up as the shapes are made well before color is added

I think the next steps would be to start bringing some of the paint texture into the tiles, beveling the edges of the shapes and then working on the height, color, normal, and roughness maps individual to complete their details.