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Mipmaps for Sample nodes and Exposed Sample node parameters

Community Beginner ,
Jan 14, 2024 Jan 14, 2024

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Hey everyone,

Been working with Substance Designer and there's something about the Sample Gray and Sample Color nodes that's been on my mind. We don't have controllable mipmaps on these, and it feels like we're missing a trick.

 

The big thing for me is being able to quickly get local or global averages without having to mess around with an atomic graph node. It's about making things faster and more straightforward. Mipmaps could really simplify this process, and in a tool like Substance Designer, that kind of efficiency matters.

 

But it's not just about averages. Mipmaps can open doors to more complex stuff that we might not even have thought of yet. Sure, some of these applications might seem out there for the average user, but isn't that part of the fun? Pushing the tool to see what it can do?

 

Also, let's talk about having automatic and manual mipmaps. Automatic is great for when you're scaling down and just need it to work smoothly, but manual control? That's where you can really fine-tune things. Like on the Transform 2D node, having that level of control over mipmaps could let us tweak textures in really specific ways.

 

On another note, what about the idea of exposing all parameters on the Sample nodes as inputs? I find it a bit of a hassle having to use multiple nodes and if nodes just to switch settings. Wouldn't it be more streamlined if we could select options with an integer node? It'd save time and reduce complexity, especially when you're working with a bunch of input images.

 

I don't know, maybe it's just me, but I think adding these features could really up our game in Substance Designer. What do you all think?

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