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