Copiar vínculo al Portapapeles
Copiado
hey
How can I make the : node Edge Select grow only downwards towards the object's height axis?
thank you very much
Copiar vínculo al Portapapeles
Copiado
How can I make node leaks only work on convex edges?
thanks
Copiar vínculo al Portapapeles
Copiado
You could try as I've done below:
1.Bake Curvature and Position maps from your mesh
2.Use Edge Select to select the convex edges.
3. Blur those edges 'downwards' using a Slope Blur Greyscale driven by the Green channel of the baked position map ( I used two in series so I got more blur without introducing artifacts
4. Use that to drive the mask input of a leaks node (also with inputs from the curvature and position maps)
Dave
Copiar vínculo al Portapapeles
Copiado
Hello
How can I get this result on concave edges?
thanks
Copiar vínculo al Portapapeles
Copiado
How can I get this result on concave edges?
another question :
How can I get dirt in the hollow "corners"?
How can I make dirt between different objects in the scene that are touching each other?
thanks
Copiar vínculo al Portapapeles
Copiado
'How can I get this result on concave edges?
Same method as above but change Edge Select to use Concave edges
How can I get dirt in the hollow "corners"?
Again a similar method, it is just about creating a mask from the curvature and position masks.
How can I make dirt between different objects in the scene that are touching each other?
One way would be to use a single model with UDIMs for the relevant parts. Then you can use Substance Painters paint across UDIMs https://www.youtube.com/watch?v=YbZvyvhX7PM
I really do recommend using Substance Designer to create materials and Substance Painter to apply them. That way you are working with the strengths of each application.
Dave
Copiar vínculo al Portapapeles
Copiado
Is there a way for the convex edges that are not leaking dirt not to show?
for example: the sides of the big cube.
thank you
Copiar vínculo al Portapapeles
Copiado
You could subtract the initial edges from the slope blurred mask:
It is just a matter of using the baked model info withe the nodes to create a suitable mask for the leaks
Dave
Copiar vínculo al Portapapeles
Copiado
I'm not getting results.
Can you send me the file?
thanks
Copiar vínculo al Portapapeles
Copiado
Copiar vínculo al Portapapeles
Copiado
It didn't open here.
Can you send it in another format: .sbsar?
thanks
Copiar vínculo al Portapapeles
Copiado
sbsar would not show you the graph. It is not editable.
What version of Substance designer are you using?
Dave
Copiar vínculo al Portapapeles
Copiado
one before yours
thanks
Copiar vínculo al Portapapeles
Copiado
1.1.0.2022.04
Copiar vínculo al Portapapeles
Copiado
Sorry I don't recognise the version number. I am using Designer v13.0.2 with Engine version 9.0.1 and baker version 2.5.7
Which are you using from this list :
https://helpx.adobe.com/substance-3d-designer/release-notes.html
Dave
Copiar vínculo al Portapapeles
Copiado
12.4.0
Copiar vínculo al Portapapeles
Copiado
Can you do edge detect in unreal engine without the need for bakes?
and then make this dripping dirt effect?
thanks
Copiar vínculo al Portapapeles
Copiado
I don't use unreal engine but as a general point, with a procedural material, if you want it to apply automatically (as opposed to manually painting) on specific areas of the model like edges, then the material needs to have an input that tells it where those edges are. That is the point of the baked curvature and position maps I used earlier.
Dave
Copiar vínculo al Portapapeles
Copiado
thank you for your attention
I asked this question because Blender has real-time edge detection without using bakes.
thank you again
Copiar vínculo al Portapapeles
Copiado
I'm not getting results with your dirt solution.
see the image :
How can I fix these problems?
I'm using the file you sent for download
thanks
Copiar vínculo al Portapapeles
Copiado
Is there a way for the convex edges that are not leaking dirt not to show?
for example: the sides of the big cube.
another question :
How should I proceed so that when using EDGE nodes I do not have these defects highlighted in the image?
thanks
Copiar vínculo al Portapapeles
Copiado
Without seeing the actual model it is hard to comment precisely, but that stretching looks like an issue with your model's UV unwrap.
Dave
Encuentra más inspiración, eventos y recursos en la nueva comunidad de Adobe
Explorar ahora