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Already sent a bug report specifically for triplanar nodes, but I noticed several other nodes are also not working so I though why not make a public post here too.Since updating this morning a lot of nodes in my project stopped outputting properly.These nodes not working means that i cannot continue working on these materials, which is a huge issue for my team's production workflow. Here's an example of the outputs im getting all clearly wrong, so far ive noticed srgb/linear conversions, auto levels, triplanar, fxaa, and normal combine not working, but im sure the list goes on.
HelloWe mainly use sampler to generate maps that will be used in Twinmotion.We have selected a surface in the Substance resources whose name is "Larch Wood Parquet Bond"We have noticed that for this specific surface there is a bug: the normal map (but also the Ao) does not correspond to the basecolor.This bug seems to come from the "parquet bond" filterWe loaded the .sbs and opened it in DesignerBut our skills on this software are very insufficient to understand exactly why the filter does not work correctly.(On the other hand, we have isolated the "larch" part of the .sbs and generated a .sbsar which does not present the problem of this match between the basecolor map and other maps (normal, AO, etc.)Can you tell me the best way to find help to understand the problem in the "parquet bond" filter?I thank you in advance
I don't understand why people are not talking about procedural material creation using Generative AI! It could open gates of infinite possibilities, what if we can create AI variation from nodes output or we can previsualise before even getting started in desinger. What do you guys think?
Hello, currently I want to have more then 20 outputs for my multi_switch_grayscale. I tried already a couple of things. I added more blend nodes, change the outputs to 20+ and higher.change the Visible if to 20+ But my multi switch doesn't change after 20, it stays on 20, even it has way more nodes connected.Did I forget something to change?
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dave got another question when i select "inherit for parent" in an L16 it goes to L8 even tho the primary input is L16 why [Moderator note : Thread split from separate discussion on AO)
is uv only a projection a 3D model's surface to a 2D image for texture mapping or can i have for example, a number of uv mapping, like hey i have 2 uv's? is that possible and what that even means? 2 projections of the texture thanks in advance, dave 😄
1. what is this for, what i type in.2. how to use this. for what. are all the maps necessary? what if i dont include some? will the texture be incomplete? missing elements (height/oclusion/or i need all in order to create a texture?) whats a float4? .0000? there are some of my questions thanks for reading
differences? lol
Anyone knows why this shadows appear ??when i export the texture to blender the same thing happenspls help
How do I convert HDR maps to Sky Dome maps? I want to convert a 2048X1024 HDR texture to a 2048X2048 dome texture How can I meet this requirement?
can i use a bitmap for importing a texture/img to the graph? does it have other usages?
what is a noise generator?
i understand output, but i dont understand inputs yetwhy they do and why theres 3 types i can see one is for greyscale, other for color and other for int/number
for what would i need to define a random seed in a node, adds randomization?
Hi, I'm trying to get an AO from my height map using AO (HBAO) node and it works fine except for the fact that on edges I'm getting this weird artefacting: Which is strange as I can convert Normals abosultely fine from that same height map which is 16bit grayscale png: Any ideas how to fix that? Thanks a lot in advance!
need to know what every blend mode does.
what these 2 thing means guys?
is there a discord for substance 3d apps?
Whivh App do you start the 3D model process - Designer or Modeler? I want to create product concepts in 3D then fully render them then insert them into video
hi dave i got a i5-12400 and a rx6600 (non supported card for rendering in iray/ cycles [in blender]), should i change the render engine to SSE2? what is the difference? ( i rarely use much the 3d view if this info helps)
guys is there a huge difference between a lets say 512x512 compared to 2048x2048 or the changes are just undetectable to the human eye. lol.
wondering what are this times? computation times? what should i do if its red and what it means? thanks!
hi dave and everyone what is this for?
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