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Hello
Here I have several objects together in a single object that have the same material (same substance graphic) as in the image below.
I would like to know how I can make a gradient from bottom to top aligned on all objects?
I already tried with node: 3D linear gradient and everything got messed up.
thanks
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Hi,
Bake a 'position' and 'world space normal' map from your model and use that, along with your linear gradient, to drive a Tri Planar Grayscale (or Color) node. You can adjust the projection parameters as required.
Dave
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hey
and that ?
came out embarrassed.
Do you have any more suggestions?
thank you again
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Not without seeing your model. Can you post it as fbx
Dave
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First I had to fix the model unwrap, I tried importing it to Painter, as a test, and it failed to load due to UV islands being across the UDIM tile borders. I used Blender and scaled the islands on tile 1001 to keep them off the border and re-exported the model (now called DoorWoodamended)
Now I was able to bring the model into Substance Designer and Bake the tiled Position and World Position Normal maps.
After connecting these to a Tri-Planar grayscale node (as previously described) I right clicked in the graph empty space and chose Assign Substance Graph to 3D Mesh > DoorWoodamended >Door>All
I can now use the UV Tile at the top to display each UV tile in turn (you cannot display them together in 3D view - that is a limitation of Substance Designer).
Dave
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HELLO
I took the test.
There was this dirt on the channel that I'm not using:
can it be corrected?
As for this other question:
can you help me ?
How can I, on this port, one object do: ambient occlusion on the other?
thank you again
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I managed to solve the first question:
does not work with IRAY .
you know why ?
Is it possible to fix it when using IRAY?
as for Ambient Occlusion shuffling.
you know why ?
do you know how to fix it?
thanks
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I solved the Ambient Occlusion problem using the same context that you taught me.
The only question left is:
I managed to solve the first question:
does not work with IRAY .
do you know why?
Is it possible to fix it when using IRAY?
Do you think that in these cases it is better to separate it into two objects?
How could I use the same graph for two objects, creating variations in the node configurations for each object in order to save processing?
thanks
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one more doubt :
How can I, on this port, one object do: ambient occlusion on the other?
thank you again
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