set blend mode of white box to divide and place another texture underneath. use magic wand to select white box then invert selection and delete the black.Ĥ. create a small white square on a black layer, so both are on one layer.ģ. The problem seems to be that substance seems to be sampling an RGB image rather than an actual Alpha value.įor example, following these steps will give you the same results in photoshop.ġ. If I change the Tattoo transform tiling to TILE then i just get tattoo's tiled across the canvas as expected, and each one has the outline where I cut it out with the SVG tool.Īre you able to recreate this error on your end? or am I the only one that's having this problem? The example was to demonstrate how the 2d transform node doesn't appear to deal with transparency correctly.
I have tried all tiling modes on all the nodes.Ĭurrently that bottom example of the divide blend was set to NO TILE, setting it to TILE does in fact get rid of the edge artifact on the square, but only because then it doesn't have to calculate any transparency as it's a full square of full on white. Quote from: rob_beddall on September 04, 2015, 07:10:37 am Hey, Though how is that possible? there are only white values to sample from.unless the transform 2d is adding those values by adding incorrect information.Īs an artist these aren't the results I would expect at all. You can clearly see the outline of the square uniform colour node. This is just a uniform colour white, rotated and scaled with the transform 2d then blended over a texture using the DIVIDE blend mode.
So it seems that upon resizing, the transform 2d is using rgb values when resampling instead of alpha vales. so it should only ever be sampling white. but where the transparency occurs is white on the base texture. These transparent values are created by the transform 2d node resizing the texture sample. Values 0 or 1 are fine but any value between those gets mixed with black. I can't help but think that this is a bug with the way the transform 2d node works, as there really shouldn't be any black RGB values near where the outline appears for it to sample. Switching filtering to Nearest doesn't get rid of the outline, it just makes it less noticeable, but also make the tattoo not look as nice. Using the SVG after the transform 2d does in fact get rid of the unwanted outline, tho this isnt a great workflow as If I want to move the tattoo later I have to redo the mask ( No big deal, but it's not ideal) The outlines appear on saved out textures from the outputs too. please note this is not the transform widget. If I transform a texture and set it to no tiling, you can see a black outline around the edge of the texture. But this shouldn't ever make it into the RGB channels aas it's used only for the opacityĪny one else have this problem or know of a fix?ĮDIT: On closer inspection, this happens when just using the Transform 2d node. The only black being fed into it is from the SVG node when it is converted to greyscale and the transparent areas are turned black. Though I have no idea where it is pulling that black from as the surrounding colour on the tattoo sheet is white.
The black outline originates at the transform 2d node. If tried many things to get rid of this to no avail. This also appears to be happening in the tutorial if you look closely. Now everything at first glance appeared to be ok, but on closer inspection you can see the black outline where the SVG node has cut out the tattoo from the texture sheet. then onto the transform 2d node before being blended into the main texture with another blend node. I've cut out the tattoo with the SVG node, that goes into a blend via GS converter. So I'm following along with the tutorials and I'm sticking the tattoo on the green dudes arm.