Uploaded by Yogendra Agarwal

Substance Desginner

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Space bar for nodes panel
In materials, tessellations help visualize more, changing the scale to make it more obvious,
good height map helps a lot
REd dotted line means connecting grayscale value directly to node which required HSV values
so we can use node like GRayscale conversion
Bevel node helps bevel the things
Using shape, transform node and blend node to create shapes. Foreground and background,
subtracting properly
Double bevel and blend to control the softness
Curve node to create design, can be used in opacity map while inverting
Slope blur node
Creating worn and torn using perlin noise, slope blur and blur hq grayscale
Make it tile photo grayscale node after transform 2d node
Histogram scan node controls the position and contrast like reducing spots from a spot tile,
further controlling it with levels
Sharpen node, sharpen the gradients, using this node carefully can produce good results
Slope blur grayscale basically push the noise by controlling intensity
D to dock the node
Directional warp
Good to study different graphs
So making sure to layer it, adding various variations, creating story, checking many references,
breaking it down will help a creating a more good base material
Normal combine node to add more normal togethers
Maintaining proper nodes, maintaining consistency by making sure that everything is covered
RGBA Channel for creating mask, where R= AO, G= Roughness, B= metalness, Putting white
uniform color in alpha just to be safe
Height to normal world units node
World scale is in meters in substance
Tile sampler node, color input good with mask where pattern need not to be appeared
Height Scale= Height Depth(cm)/ Surface area (m)
Height Blend node to blend 2 heights together
Creating cavities for shapes
By using blend node and blue like the below pic
Highpass grayscale node reduces the information
Gradient node
Can change grayscale to color and quick way to add color
Input nodes so if we create subgraphs then they can be used, again study different graphs and
practice a ton so can get the thought process more
Distance node
Fills up the negative shape be extruding the values outward
Floodfill node
FN to gradient, fn too beebox, grayscale are the usenful nodes
Expose parameters at the end as we lose the flexibility to change the parameters
Normal Sobel node
Pushes the details more
Curvature node
Takes the value from normal map and bring out the details
Creating maps from photo after photo edit
(missing node is the photo) this is the basic structure, can add more detail
Mirror GRayscale node
Normal blend node
Quantize grayscale, to reduce the number of grayvalues
Blending between new result and the previous result with opacity to get more breakups
Floodfill to gradient node to rotate stuff upwards and downwards according to the gradient
Non directional dir warp, using grayscale to warp
Using opacity
Just assigning the output with opacity with proper settings. Creating grunge maps and using
different blends to create the decal according to the ref
Using RGBA outputs and for clean purposes, can use material transform node
Histogram range for ranges of grey
Using gradient to set the color value yourself
RGBA, R roughness, G= AO, (sometimes R and G can swap) B= Metallic as B contains less
information and Metallic is simple black and white, A for Alpha which contains mask like opacity
or simple masks
BAse color and normal requires all channels
Random example
Cracks
Baking
Can bake stuff in Substance desgbiner to get various map to help with the texturing to trim
mainlt to get good tileable
By linking the low poly and baking it, for more watch the video
Barks
Using directional blur with high intensity to creates lines like using BW spots
Blending btw to different results to get more details
Checking with safe transform grayscale for non tiling issue
Ex for large shapes
Anitrosphic noise works great with vertical and horizontal works
Going back through the work to adjust with colors
Twirl shape
Normal Sobel node creates soft values, like using from bit nodes
Material selector node, selecting IDs from ID node, like madeit from photoshop,
essentially creating a mask
Wood fiber node, exp for more perfect
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