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Best metod to paint a parameter from a sbsar

New Here ,
May 14, 2022 May 14, 2022

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Hello !
I thought it would be something very straight forward since its a pipeline very comon in shaders but the way I do it doesn't do what I need.
So I made a material on designer that have a parameter to control an height blend node and my goal was to be able to paint on the mesh where I want the sand to cover my tiles like so :Capture d’écran 2022-05-14 à 18.37.17.pngexpand image

But to be able to have this result and controle the scale of the material I had to put some tiling nodes inside my designer file before the height blend node because the texture I feed inside the parameter through an anchor is stuck in the UV space.

Capture d’écran 2022-05-14 à 18.37.53.pngexpand image

When I use the scale parameter of the fill material the painted mask is tilling too.

The process is very clunky in my case but I thought it was something essential for the designer/painter pipeline. I think I'm missing something here, do you have a better way to just paint a parameter inside substance painter ? 
Thx

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Discussion , UV Tiles

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Adobe Employee ,
May 17, 2022 May 17, 2022

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Hi,

You might want to transform your height bland as a generator.

Than you,

Kind Regards,
Geoffroy SC

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New Here ,
May 19, 2022 May 19, 2022

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Hello,
Thank you Geoffroy for your Answer but I'm not sure if I understand, can you be more specific ? 
You mean that I transform the node inside my designer file ? Or I just import the sbsar as a generator in painter ?
Thx !

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New Here ,
May 19, 2022 May 19, 2022

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Sorry I don't know how to edit my message so I follow up here. 
I think I get what you said and I have exported my material as two different substance, one for the base part with the tiles and one for the height blend with the sand. Now I'm stuck somewhere else, I created a blank project based on the generator template but I can't find the height input. Is it possible to feed the height from a material to a generator ?
Thx

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