Thank you so much, as an Architecture student I find this super cool
@sharpstance14177 жыл бұрын
You're welcome :)
@damiankijowski53748 жыл бұрын
Another awesome breakdown. Really nice to see new nodes applied, like Cartesian to Polar node.
@sharpstance14178 жыл бұрын
Thanks! These two are really useful for designs like that (Cartesian to Polar / Polar to Cartesian). I've been playing around with these two and a circular splatter, the designs you can come up with are endless! Now to find a proper application for them :P
@FBellaloum7 жыл бұрын
The Cartesian to polar helps alleviate the mapping distortion on spheres that pinch at the poles. pretty useful sometimes.
@Frobishersays8 жыл бұрын
Wow awesome design ... Every time I am surprised more designs that you are uploading. My congratulations =)
@sharpstance14178 жыл бұрын
Thank you again, I try my best :)
@thomasbriggs47188 жыл бұрын
Thanks for all the great tutorials. I've learned everything from you.
@sharpstance14178 жыл бұрын
You're welcome :)
@AceAlmighty138 жыл бұрын
A heads up on the Curvature Smooth color grading issue, if you highlight the node and set the tiling mode to Absolute, it should fix it and run as normal. Don't know why it happens but it fixes it and saves a couple nodes.
@sharpstance14178 жыл бұрын
Thanks! I'll keep that in mind
@HelionDark7 жыл бұрын
Thank you. that cartesian and polar is goood .
@sharpstance14177 жыл бұрын
Yeah it's really sweet and I haven't even skimmed the surface with all the designs you can get out of it
@1993LOL19937 жыл бұрын
Love these videos!!
@sharpstance14177 жыл бұрын
Thanks!
@ELDAN_4 жыл бұрын
thank you!
@PsychosisRecords7 жыл бұрын
Very nice
@patchworkpants7 жыл бұрын
This is probably a really dumb question but how do you draw those blue boxes around your nodes to keep them organised?
@sharpstance14177 жыл бұрын
Right click and add frame, you can edit the title from the right after
@larylich7 жыл бұрын
Hello! When I try this, my normal map has a ton of artifacting in it, making it look very low rez and pixilated. Tons of zig zag junk all over it. The node is set to 4096x4096 so it's big enough and I can't find the cause upstream- all my other blending nodes look smooth. I tried deleting the normal node and making a new one and got the same issue. Any advice?
@larylich7 жыл бұрын
More specifically it's when you add the black in the background to fix the curvature map. That's then the normal map gets awful.
@larylich7 жыл бұрын
A work around: I took the normal map, exported it and took it into Substance Painter along with a flat plane and baked the maps. I then exported the normal map as a .TGA and reimported that into SD. That got the curvature node working. I don't know why it fixed the issue (not the best outcome) but it did.
@sharpstance14177 жыл бұрын
It's usually the intensity of the normal map that can have this effect, most likely has to do with how it works but I can't be sure
@saurabhsaralaya18247 жыл бұрын
I exported a .sbsar, to unity / substance player / b2m and all have different results. what do I need to do to get the same output as designer onto unity ?
@sharpstance14177 жыл бұрын
There's a few tweaks you need to do in Unity, you can find them here www.allegorithmic.com/blog/substance-unity-5-tutorials (basically watch the videos that have Unity in the title because I don't remember which ones they are). In short you need to change color space to linear, disable antialiasing from the quality settings (you can still use as a post effect), turn the camera to HDR and finaly bake reflection probes and light probes (this can be done after you finish a level or something). There's also the case that a lot of reflections in SD/SP come from the hdri map and you probably don't want to use one of those as your sky in Unity. You can still override the reflections but they would look way off
@saurabhsaralaya18247 жыл бұрын
I'll see what I can do.
@saurabhsaralaya18247 жыл бұрын
I have seen these videos before, and it's not the issue. The textures are being generated differently in all these apps substance designer: gyazo.com/e56760eaf5d91d4b11ea739a55b3e294 .sbsar in b2m: gyazo.com/31dacc1a8ba9e4d34a76e40a3089c0fb .sbsar in unity: gyazo.com/cbfd4f86613018de94b2c1929b83b7ab and the values are at default
@sharpstance14177 жыл бұрын
If I had to guess it's probably something with the random seeds of the substance, you can try asking on the forums for this since I've no idea what could cause it. (But still it's a fair assumptions that there's a random seed working somewhere). If you do find out then I'll be glad to know it too
@saurabhsaralaya18247 жыл бұрын
I found your .sbs file and tried it in b2m and similar results showed up. and I think it has something to do with dependencies I keep getting these in the log. Can't find subgraph input: Input identifier: input_16 Subgraph Url: pkg:///multi_switch_grayscale?dependency=1260970920 From Graph: pkg:///shape?dependency=1247834381
@Bakuze_n7 жыл бұрын
Dude, congrats on getting your substance featured in Allegorithmic's newest trailer vid! Did you submit the footage to them or did they contact you about it? Awesome job, either way :D
@sharpstance14177 жыл бұрын
I had it on Substance Share so they probably took it from there, it was probably entirely by accident but hell, I'll take it :P
@PiPiCatStudio7 жыл бұрын
why not use svg directly?
@sharpstance14177 жыл бұрын
You can but I don't use it in the videos since they are about learning SD and not vector drawing. In your substances though you should use whatever makes your workflow faster. In this case though I kinda prefer the variety we get from procedurally making the design
@PiPiCatStudio7 жыл бұрын
great tut! which way is cheap for game running,vector or blend do you think?
@sharpstance14177 жыл бұрын
hmm that's hard to tell, it would probably be best if you ask it on the forum and some actual Allegorithmic engineers can answer it. If I had to guess it could be blend, but really don't take my word for it
@AmitKilo8 жыл бұрын
Why is this private?
@sharpstance14178 жыл бұрын
I want to have at least one video each week so I make them public every sunday. I just post them on the patreon page earlier so I don't have to keep that in mind also. (And mostly because I can make a video public from anywhere and I can't upload the substances from any pc)