Open randy9randy opened 2 years ago
Hi, I have had the same problem and found a different solution.
Thing is, the "warp" node in MM is not the same as in SD. The MM node generates a slope from grayscale, while SD uses a normal map to offset the pixel position. However, you can create a similar effect with Custom UV node in MM, except that in CustomUV you "set" the value and not "add" it.. So, what I did is:
Maybe there is a better solution, but this worked for me. I wish there was a vector-based warp as well so that there is no need for this hack. Hope that helped!
The easiest way to offset the position from a map (and not its X and Y derivatives, like the Warp node does) is to use map inputs of the Transform node.
You can easily displace and create wood knots before creating planks which will solve the problem with adjacent planks (and there are other easier ways to create planks, such as using Bricks nodes).
.This screenshot shows my overall wood pattern that I intend to use the warp node on to create the wood plank variation on:
.This screenshot is the greyscale rectangles for adding variation to the planks grains and knots:
.This screenshot shows how my method works in Substance Designer, where I utilize the different values and that then plugs into a directional warp node:
.This screenshot shows what I do in Substance Designer and what I am trying to accomplish. You can see the plank wood grains separated successfully and the arrow pointing to a knot that was successfully not appearing on the plank adjacent to it:
.This screenshot Shows that doing the same thing in Material Maker (To the best of my abilities) ONLY works on the seams and not the planks themselves (Even greyscale inverting does not fix this issue or change the output. Changing the surrounding values, big and small numbers, of the warp node itself does not give expected or desired results. It also doesn't work for the other warp nodes. Again, the normal warp node is the best match I could find). The red arrow points to a knot that has transferred over to an adjacent wood plank. You can also see that the wood grain itself is also consistent from plank to plank:
Thank you and congratulations on making it to v1.0! This is a really good start and I am impressed with how far I got with this stress test and versatility project! I look forward to its development! I will help in any way I can. Sorry if this message was too long or felt condescending at points!