i hope SD do a quick and short tutorial about any pattern recipes, then upload the thumbnail preview. so its more friendly for us to searching. but that just my thought
How to move any kind of pattern to center 1. Use pixel processor. Vector 4($pos, (0,1)) as output 2. Use threshold to make input pattern as binary mask 3. Use distance node. Result of step 2 as gradient, result of step 1 as color input. Maximize the distance, use source only. 4. Use rgba split, get min and max of r, g channel. 5.( Min+Max )/2, is the center of each axis of original pattern. Subtact 0.5,0.5 from the value. Use this value with fxmap to move the pattern to center.
I am having difficulty figuring out how to create complex stripes for paint jobs. I want to create an alpha with selectable shapes and colors for detailing vehicles. If not possible, I need to simply create rectangles with scalable rounded edges.
Question on the anti-aliasing: using Threshold + FXAA + Blur with the numbers used seems to yield the same results as a Histogram Scan (Position = 0.99, Contrast = 0.9), especially when viewed in 3D -- will both methods always yield similar results or are there different shapes/patterns that work better with one versus the other?
Histogram scan contrast depends on the gradient/slope length. If it's a really faint gradient, a high scan contrast might still result in a small slope. With threshold + AA or Blur you always get consistent subpixel AA. That said in many cases you probably won't notice it.
why!!! it's all adobe products anymore. just copy from illustrator a linked vector file and manupulate in substance designer... these nodes are very time consuming.
@@Substance3D to make a pattern piece, need to combine some shapes with blend nodes, or apply blur and threshold. instead of that i think its better to draw a shape in illustrator and link to Designer 3D. if need to change source shape, we can edit in illustrator then all chain may change according new source. Please add this feature.
Such an opportunity was available in the Genetica program (a very excellent texture generator, unfortunately, has not been developed anymore for several years), because it had its own built-in vector editor, quite advanced. What does SD currently offer? Either import the vector using the SVG node, or create a vector pattern using the same SVG node, which is done very clumsily and not intuitively. Spline nodes have appeared in new versions of SD, but this is still a labor-intensive process.
Really welcome quick videos with concise and nice content.
Thanks for bring us far and beyond.
Loved this series and style of tutorials, cheers !!!
Finally, some good ideas to create some shapes without using images and vector files.
Thanks for the great tip!
i hope SD do a quick and short tutorial about any pattern recipes, then upload the thumbnail preview. so its more friendly for us to searching.
but that just my thought
How to move any kind of pattern to center
1. Use pixel processor. Vector 4($pos, (0,1)) as output
2. Use threshold to make input pattern as binary mask
3. Use distance node. Result of step 2 as gradient, result of step 1 as color input.
Maximize the distance, use source only.
4. Use rgba split, get min and max of r, g channel.
5.( Min+Max )/2, is the center of each axis of original pattern. Subtact 0.5,0.5 from the value. Use this value with fxmap to move the pattern to center.
It is amazing tutorial, please have more like that! :)
More to come!
Very good foundation!
This is amazing
I am having difficulty figuring out how to create complex stripes for paint jobs. I want to create an alpha with selectable shapes and colors for detailing vehicles. If not possible, I need to simply create rectangles with scalable rounded edges.
Question on the anti-aliasing: using Threshold + FXAA + Blur with the numbers used seems to yield the same results as a Histogram Scan (Position = 0.99, Contrast = 0.9), especially when viewed in 3D -- will both methods always yield similar results or are there different shapes/patterns that work better with one versus the other?
Histogram scan contrast depends on the gradient/slope length. If it's a really faint gradient, a high scan contrast might still result in a small slope. With threshold + AA or Blur you always get consistent subpixel AA. That said in many cases you probably won't notice it.
thanks
why!!! it's all adobe products anymore. just copy from illustrator a linked vector file and manupulate in substance designer... these nodes are very time consuming.
Sure that works too, but it will be static. Doing it this way means they are dynamic, and you don't have to leave the app.
@@Substance3D to make a pattern piece, need to combine some shapes with blend nodes, or apply blur and threshold. instead of that i think its better to draw a shape in illustrator and link to Designer 3D. if need to change source shape, we can edit in illustrator then all chain may change according new source. Please add this feature.
Such an opportunity was available in the Genetica program (a very excellent texture generator, unfortunately, has not been developed anymore for several years), because it had its own built-in vector editor, quite advanced. What does SD currently offer? Either import the vector using the SVG node, or create a vector pattern using the same SVG node, which is done very clumsily and not intuitively. Spline nodes have appeared in new versions of SD, but this is still a labor-intensive process.