Here's a updated version of my last post, I would appreciate any feedback or critiques. also what do you guys think about the lighting i feel like it could use some more work
WIP dead grass substance. I could use it to do a fur material instead...
Anyway, I'm happy with it, because I finally understood how to work with Fx-Map. Yaaay
Here's a updated version of my last post, I would appreciate any feedback or critiques. also what do you guys think about the lighting i feel like it could use some more work
today I was playing with SD and I discovered that tile generating in substance designer is a lot more interesting than I thought.
all created by just playing with parameters of polygon and bevel node. actually I was looking for something else and didn't expect that. but It's fun to play with
gradient driven bevel node with polygon shape input. then the shape blended(max) with 0.5xy offset version of itself.
today I was playing with SD and I discovered that tile generating in substance designer is a lot more interesting than I thought.
all created by just playing with parameters of polygon and bevel node. actually I was looking for something else and didn't expect that. but It's fun to play with
gradient driven bevel node with polygon shape input. then the shape blended(max) with 0.5xy offset version of itself.
today I was playing with SD and I discovered that tile generating in substance designer is a lot more interesting than I thought.
all created by just playing with parameters of polygon and bevel node. actually I was looking for something else and didn't expect that. but It's fun to play with
gradient driven bevel node with polygon shape input. then the shape blended(max) with 0.5xy offset version of itself.
So I have started playing with Substance around 2 weeks back, looking at the awesome results, and some really nice tutorials, I thought of giving it a shot for a brick wall with excess mortar, here you go :
Hi guys, here is another free substance. This time a ancient ruined pavement. Check the link for more renders, the RAR containing the 4K maps, and the Substance source files.
I'm thinking about downgrading from commercial to indie version and upgrading to SD5. So...
1)Will batch tools be available?
2)Will Bitmap2Material light node be available?
3)if I link it to my Steam account will I be able to download a stand alone version if I move to another country (or is it not region-locked on Steam?)?
Sure, you can use the "Multi Switch" node (grayscale or color) to do this, here is a preview:
Sorry, I didn't get it. How do you use multiple shapes in Tile Generator? I used Multi Switch node but in Tile Generator there's no option to use more then one shape (or I just miss it).
Sorry, I didn't get it. How do you use multiple shapes in Tile Generator? I used Multi Switch node but in Tile Generator there's no option to use more then one shape (or I just miss it).
If I understand correctly, you are looking for a node that allows you to input many shapes into it, and it will space them out randomly with control like tile generator.
As far as I know, there is currently no 1 step way to do this, but would require you to smartly mask a bunch of smaller graphs together.
Multiple shape inputs into tile generator / splatter et, al, would be a boon though and I would hope that the cool dudes at Allegorithmic have something in the pipeline.
Multiple shape inputs into tile generator / splatter et, al, would be a boon though and I would hope that the cool dudes at Allegorithmic have something in the pipeline.
Exactly.
Btw, great road texture. Did you use height map to achieve that bump?
Btw, great road texture. Did you use height map to achieve that bump?
Yep. I generate heightmaps for almost all textures and just apply that in marmoset+tesselation to get the effect I want. Most modern games will use parallax displacement with some using tesselation, so it is a good practice to get into making proper, usable heightmaps.
Hey Quack! Your stuff is awesome, really definitive Substances. I'm still learning and really only picked it up yesterday and been playing with it since. I have a tile substance currently that I want to get some random cracked tiles in and maybe have a couple removed showing the grout. Any ideas on how to achieve that?
Hey Quack! Your stuff is awesome, really definitive Substances. I'm still learning and really only picked it up yesterday and been playing with it since. I have a tile substance currently that I want to get some random cracked tiles in and maybe have a couple removed showing the grout. Any ideas on how to achieve that?
Small cracks can go just in the normal map, like I have done. Large cracks can go into the heightmap, which will allow grout to show through. Be careful though, only large soft forms should go into a heightmap. I'll be making a tutorial(I think) on this for Substance soon.
Iterated on the stone material to work with larger forms and to have more detail in the underlying soil. I also started converting the stone graph over to a slider/input based master graph to be used to build out the scene I am creating.
@Quack its looking a lot better with the larger forms, gives it a nicer outline. I think the normal map might be getting a little bit too noisy or not high enough resolution so some of the dints and dents are coming off as soft forms rather than rocky stone.
@ansh0488 I second Arvin, I would absolutely love to know how to achieved that pattern if you're able to show us.
This is my first substance and I tried putting it into Marmoset Toolbag and I can't get it to look anything like the viewer in substance designer. How can I get it to look correct? I have albedo, normal, and roughness maps, however roughness doesn't have a place in marmoset and I can't quite get the reflections right. I was going for a high end granite floor tile
Roughness is the inverse of glossiness. So tick the invert option and place the roughness in the glossiness slot. Besides that, there will always be discrepancies between view ports. Always view your work in the target viewport and don't trust substances viewport. You can use the same cubemap in both SD and toolbag2 to help sync it up, but that's far from perfect.
Always view your work in the target viewport and don't trust substances viewport. You can use the same cubemap in both SD and toolbag2 to help sync it up, but that's far from perfect.
I would be curious to know why you say that. With the same cubemap you should get identical results.
Replies
K
That looks amazing!
1K:
4K:
all created by just playing with parameters of polygon and bevel node. actually I was looking for something else and didn't expect that. but It's fun to play with
gradient driven bevel node with polygon shape input. then the shape blended(max) with 0.5xy offset version of itself.
Cool idea - loving this.
Those look great!
I don't think it's possible, but you could try to use a Fx-Map node.
In lower resolutions then 1K it kind of falls apart, but as a 1K decal it looks pretty convincing.
Enjoy!
Sure, you can use the "Multi Switch" node (grayscale or color) to do this, here is a preview:
https://dl.dropboxusercontent.com/u/9194933/Substances/Normal_Rotator.sbs
Use a copy of your brick pattern with variations in the luminosity of the bricks, and then use this as a heavy directional warp on your wood pattern.
I'm thinking about downgrading from commercial to indie version and upgrading to SD5. So...
1)Will batch tools be available?
2)Will Bitmap2Material light node be available?
3)if I link it to my Steam account will I be able to download a stand alone version if I move to another country (or is it not region-locked on Steam?)?
Sorry, I didn't get it. How do you use multiple shapes in Tile Generator? I used Multi Switch node but in Tile Generator there's no option to use more then one shape (or I just miss it).
If I understand correctly, you are looking for a node that allows you to input many shapes into it, and it will space them out randomly with control like tile generator.
As far as I know, there is currently no 1 step way to do this, but would require you to smartly mask a bunch of smaller graphs together.
Multiple shape inputs into tile generator / splatter et, al, would be a boon though and I would hope that the cool dudes at Allegorithmic have something in the pipeline.
I am going to iterate on it for one more session.
-Make cracks better
-Add detail to the mud/dirt
-Vary the macro forms of the stones more.
Btw, great road texture. Did you use height map to achieve that bump?
Yep. I generate heightmaps for almost all textures and just apply that in marmoset+tesselation to get the effect I want. Most modern games will use parallax displacement with some using tesselation, so it is a good practice to get into making proper, usable heightmaps.
Thanks!
Cells node(large scale) + Cells node(small scale) + Blur + Levels + Slope Blur + Blend(onto tiles)
This is the gist of getting cracks in.
Small cracks can go just in the normal map, like I have done. Large cracks can go into the heightmap, which will allow grout to show through. Be careful though, only large soft forms should go into a heightmap. I'll be making a tutorial(I think) on this for Substance soon.
Would you mind sharing how you generated the "fan" pattern?
I am going to look at it tomorrow (cgvinny == vincent gault ;-))
Really nice, it works ;-)
to get it simpler you already have a "0_1]to[-1_ 0_1 ]" node in the library (and another one to get back to the original state)
You could have put the rotation directly inside the pixel processor by using the rotate position node, but except this, I used the same maths :-)
Thanks Luthyn! This one was kinda hard to nail haha. Happy with the results though!
[ame="https://www.youtube.com/watch?v=R6ap801O2Xk"]https://www.youtube.com/watch?v=R6ap801O2Xk[/ame]
[ame="https://www.youtube.com/watch?v=3Smmb8dNv8c"]https://www.youtube.com/watch?v=3Smmb8dNv8c[/ame]
Thanks for sharing your knowledge with these tut's
Mad skillz you got there my friend. :poly142:
Cheers,
~Tung
Thx for the kinds words : I am really glad you like it !
@ansh0488 I second Arvin, I would absolutely love to know how to achieved that pattern if you're able to show us.
From substance:
In Marmoset (It looks too splotchy
I would be curious to know why you say that. With the same cubemap you should get identical results.