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hey
How can I deform objects, as in the example image, from procedural maps without the seams appearing in substance designer?
thanks
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You have to look at your UV unwrap. If you use real displacement i.e tessalation and displacement of the height scale and point on the surface will displace perpendicular to the surface at that point. That can cause an issue along UV seams such as a cube, where the texture tile is not mapped continuously across every seam (some are reversed).
In some software (such as Blender) you can split the operation across several displacements sequentially (using displacement modifiers). This avoids the seams from splitting, as the +/- Y displacement can be applied to the result of the +/- X, then +/- Z can be applied to the result of both of those. Inside Substance Designer you are limited to applying a displacement to all planes at the same time.
Dave
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Your answer is negative then?
another question :
How should we work with : substance designer to use the : nanite feature of the unreal engine?
what kind of texture should we create?
Is it possible to automate how we do with materials exported to Unreal?
thanks