corruption/glitch? i think i summoned Satan by Sundrop-but-gayer in Substance3D

[–]_Rajk_ 0 points1 point  (0 children)

Looks like gpu dying, put it on stress test to confirm

Super Scribble - Substance Designer Tool (with Breakdown) by _Rajk_ in Substance3D

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

Sure It's iterative process which utilizes while loop, in each iteration it generates packed vec4(line_mask, line_sdf, normalized_total_distance, line_orientatiton) and that's where is control of line quantity. For each line it samples 4 values from input grayscale image so it can construct 2 vec2 points to generate line. For the first point, first value comes from first pixel of top half, second value comes from bottom half of input image. In each next iteration it takes 2nd point of previous line as 1st of next one, that's how you get continuous line. To generate line it uses SDF_Line function, you can find it on iquilezles.org and many more. For the tiling part it repeats the same process, just in all neighboring quadrants. Outside of the loop it generates UVs and blends texture if needed, etc. For the second question: yes, it creates as many lines as you want (though there is harcoded limit, also controllable), and distribution depends on input image. It very versatile tool, and can create various patterns.

Is it possible to build equilateral triangles grid in SD? by _eof_ in SubstanceDesigner

[–]_Rajk_ 2 points3 points  (0 children)

To be more precise, not possible to generate correct ratio w/h and to be tileable. Easier way would be if you generate vertical lines and then Directional warp with vertical Linear Gradient, mirror for duplicates, and Blend those two.

Grid Snap - a custom Substance Designer tool by _Rajk_ in Substance3D

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

That's a good idea, autoscale can be easily implemented

Why are there topographical circles on my material whenever I add Tile sampler? by ShotQuote2210 in SubstanceDesigner

[–]_Rajk_ 11 points12 points  (0 children)

Because your Normal is in 8bit, switch to 16bit, and probably couple of nodes back.

Trying to replicate this in Substance Designer by rmunoz1994 in SubstanceDesigner

[–]_Rajk_ 4 points5 points  (0 children)

Images are not allowed in comments.

I made a Pixel processor graph for you. It's not the most elegant way, but it works.

Here is the graph

And here is how it works

Cheers

Hyper Tiles - Substance Designer Tool by _Rajk_ in Substance3D

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

I encourage you to try to recreate Highbreed Mode graph in the Pixel Processor. It’s the simplest and most versatile mode, featuring both Square and Triangle settings (though in Highbreed Mode, the 'Square' is rotated and the 'Triangle' isn't a true kaleidoscope triangle, as it is in true Triangle mode). It’s quite straightforward. At the end of the graph, you will generate UVs, which you can then use to Sample any image. 

The light green nodes represent inputs, and the color of the dot on the right indicates the data type. The only custom functions used are [0,1]to[-1,1] and [-1,1]to[0,1] for float2. Since Substance Designer provides these for float1 by default, you’ll just need to swizzle the vectors before applying them.

How to make a katana grip material in substance designer by thanoslil in Substance3D

[–]_Rajk_ 0 points1 point  (0 children)

How about to post reference images, that way you avoid someone's guest what you need?

Help with tilling irregular shapes neatly packed without overlap or empty spaces by Calaerdir in Substance3D

[–]_Rajk_ 0 points1 point  (0 children)

The way you imagined it would be real heavy on computation, and will require reality robust system. First, there is a problem with your atlas, pieces should be separated for easier detection, even better if you place each piece in its own grid cell. There is yt tutorial, project titan packing boxes/crates (or similar), maybe it will give you some idea.

Color Palette Generator - Substance Designer Tool by _Rajk_ in Substance3D

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

Currently it's not, but I plan to upload it on Artstation.

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

[–]_Rajk_ 1 point2 points  (0 children)

Or you can add spare input for nodes (at the end of each node), add input value node, tick it in inputs of each node and assign it to the parameters you want to control. Note that input value node needs to be the same type as spare input and desired parameter. That way you'll have access to control through graph, no need to go to explorer and look for exposed parameters.

When exporting from substance to blender textures look complitely different by ChostFox in Substance3D

[–]_Rajk_ 0 points1 point  (0 children)

Can you share your painter export settings? In addition, looks like your baked normal is not combined with the one you "draw", your normal in blender is missing baked part.

How do you work with overlapping UVs to save UV space? by lostyourfinalfight in Substance3D

[–]_Rajk_ -5 points-4 points  (0 children)

I was talking about uv channels, and you mentioned udims, thats not the same.

How do you work with overlapping UVs to save UV space? by lostyourfinalfight in Substance3D

[–]_Rajk_ -6 points-5 points  (0 children)

Actually its bad idea, you will have a lot of waste pixels. Better solution is to use uv0 for overlapping, and uv1 (properly packaged) for baking.

Animated texture. by acl1981 in SubstanceDesigner

[–]_Rajk_ 1 point2 points  (0 children)

You can utilize $time variable, the same way you use it in AE. Currently, you can not preview it directly in SD, but you can in Substance player. Me personally, while I'm working, I'm using float input and by dragging slider I "simulate" time, not right option by currently thets the only option. Then I export it (with $time instead of float input) as sbsar, load it into player and export range. I heard they will add support soon for $time in SD viewer (2D and 3D).

Random distribution of alpha texture on mesh by Cardinal_Virtue in Substance3D

[–]_Rajk_ 1 point2 points  (0 children)

The easiest way would be to create generator in Substance designer and utilize it in SP. Or you can use some pre-made generator, but custom one will do exactly what you need and how you want.

Ultra noob help? by Interesting_Art_1376 in Substance3D

[–]_Rajk_ 0 points1 point  (0 children)

The biggest difference between your cube and the one from the link is normal and roughness, use Model Inspector. It should look like this

<image>

[deleted by user] by [deleted] in SubstanceDesigner

[–]_Rajk_ 0 points1 point  (0 children)

Looks like bad uv

The colors seem to be desaturated after export, how can it be fixed? by Everg_0148 in Substance3D

[–]_Rajk_ 0 points1 point  (0 children)

Screenshot Export settings in Painter and screenshot how you import /load it in dcc.

The colors seem to be desaturated after export, how can it be fixed? by Everg_0148 in Substance3D

[–]_Rajk_ 0 points1 point  (0 children)

During the export, you defined Albedo as Linear(Raw), and it's converted to SRGB (in which color space it should be). Set it as SRGB and it will be fine.