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Years ago I switched to SD from Filter forge. What I am still missing from Filter forge is an ability to scale material gradually to whatever pixel per detail ratio I need .
Whatever I do in Substance Designer looks ok for a scale I started initially. 40x40 bricks for example . or 3x6 meters of surface. etc.
Whenever we need to change texel size or to clump a texture to a specific size I.e. to change pixel per cm ratio Substance material is no more looking realistic because some of input noises are scalable , others not that well by integers only and other kinds are not scalable at all.
Switching form factor like 2x2 to 1x2 is never a safe opperation too.
It's a huge drawback IMO since a half of our repeating textures are clumped to a specific size . A fence/wall height for example and doesn't have the perfectly same texel size evrywhere.
So I wonder how could I workaround it? By using a single same well scalable noise for everything ? what do you think is Filter forge magic trick for that? Surely it should be recreatable.
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