Well i agree, im tring to make like a "general" marble material, so the tiles are only there in the normals for now, not sure if im going to use it.
My main problem is with the "cracks" and color variations.
This kind of pattern. What im doing now is that im taking scratches and then running them though various directional warps.
Ultimatly, im looking moore for this effect rather than the first one.
Im still tinkering with getting it right, since 80% of my scene is going to use this material i want to get it perfect.
Another thing i wanted to ask if the glossyness is ok? Most marbles seems to be polished but floor marble is not polished at all? It has a rather matte look to it according to most of my references.
UPDATE: Sorry for the huge images. But here is the recent progress.
@Visceral - I tried to reproduce marble pattern several times and this is what I came to
not the same but i have right direction
this is part of my graph.
maybe this help you ^^*
I didn't look super closely at your graph to see if you required it, but there's a big and obvious issue with using Make It Tile. You lose control of your values and the overlapping areas become muddy because it's linearly blending between black and white. It also has the disadvantage of visible tiling appearing quickly when compared to a completely unique texture. IMO Make It Tile is there for hard situations where tiling gets broken (and there are ways to get around these issues) or you need to tile a bitmap.
Rather than use that to easily create detail, I'd recommend building up complexity more naturally by blending different sets of masks. I've made a marble texture recently and found it was pretty simple to create the illusion that the white branches off into smaller fragments.
I'll quickly break down my approach, since then I've found a few new tricks:
I've been swamped at work lately so no new stuff from me, but I ran into trouble trying to create animated substances. If anyone has looked into it already I would really welcome the help.
@somedoggy Thank you so much for breakdown your marble effect! Helps alot and thx for pointing my mistake
Not a problem! I hope my examples help you handle your graphs with more precision; finding how to do something with the tightest control (and minimizing nodes) is what I've found to be the most valuable approach to Substance
I started with a nice chewed up brick that was tapered on the left side. This prevented the bottom corners from touching when the brick was copied around in the splatter circular. Next I added a transform 2d so i could rotate the circle of bricks and have control later on on which color variation was where. Then another transform 2d to get the bricks to line up with the other rows, because when you make new rows you have to lower the radius and brick count and sometimes it didn't line up. Then blends with the previous row, then blend, blend, blend....
Finally i made a mask with some circles to get the shape of the fan pattern i wanted. Then duplicated the fan into position until i filled the texture.
Hey guys, I want to share with you my first attempt to make a material in Substance Designer. Any advice you want to give me? I will really appreciate it
Awesome! =D That's so cool that you followed my tutorial thank you! Like I said in the videos, I'll be getting a tile tutorial up and running soon, I promise =P
Hey there, i made some diamond plates based on your tut aswell. Instead i used PBR (Gloss/spec). Awesome tut, keep those comming man! :thumbup:
Hey there, i made some diamond plates based on your tut aswell. Instead i used PBR (Gloss/spec). Awesome tut, keep those comming man! :thumbup:
That looks great dude! The G/S workflow comes out really quite nice too. I haven't played much with G/S yet, might see how the results differ for other materials.
I will keep the tutorials up, I promise, just struggling to do them at the moment as I am coming to the end of my degree and deadlines are looming haha
I started with a nice chewed up brick that was tapered on the left side. This prevented the bottom corners from touching when the brick was copied around in the splatter circular. Next I added a transform 2d so i could rotate the circle of bricks and have control later on on which color variation was where. Then another transform 2d to get the bricks to line up with the other rows, because when you make new rows you have to lower the radius and brick count and sometimes it didn't line up. Then blends with the previous row, then blend, blend, blend....
Finally i made a mask with some circles to get the shape of the fan pattern i wanted. Then duplicated the fan into position until i filled the texture.
Nice! We wound up with almost identical graphs (functionally), but yours is much more finished than my simple test
The only difference really is that I didn't bother with controlling the shape of the stones much before splattering. Instead I have a short series of nodes that recover square shapes from what looks like bubbles, which I like because it doesn't require much tuning on the splattering to get the gaps clean and even.
@somedoggy this is probably one of the best wood floors I've seen. patterns look really good and the gloss amount feels really accurate.
I'd love to see your fan pattern graph if you get a chance. It looks like you may have approached it a little differently than some of the other versions.
I should be able to post some new things soon... We've been working on some really cool things at gametextures.
This one isn't a big "WOW" material but it's a pretty useful utility - it'll prep a albedo/spec/gloss map to a ue4 or unity5 ready format. It will also let you define metalness using an rgb mask or let you pick via color picker. Just lets you skip some copy pasting channels in photoshop.
@somedoggy this is probably one of the best wood floors I've seen. patterns look really good and the gloss amount feels really accurate.
I'd love to see your fan pattern graph if you get a chance. It looks like you may have approached it a little differently than some of the other versions.
I should be able to post some new things soon... We've been working on some really cool things at gametextures.
This one isn't a big "WOW" material but it's a pretty useful utility - it'll prep a albedo/spec/gloss map to a ue4 or unity5 ready format. It will also let you define metalness using an rgb mask or let you pick via color picker. Just lets you skip some copy pasting channels in photoshop.
@somedoggy this is probably one of the best wood floors I've seen. patterns look really good and the gloss amount feels really accurate.
I'd love to see your fan pattern graph if you get a chance. It looks like you may have approached it a little differently than some of the other versions.
That's very high praise Thank you! I'll see about providing a more in depth look at the graph tonight. Since then it's been simplified slightly based of what Jet_Pilot posted too.
I'm about a week in to learning SD and iv'e surprised myself with how quickly iv'e been able to pick it up. I do have a question regarding height/tessellation. I haven't been able to achieve the amount of height or concave detail iv'e been hoping for out of my normal map.
Iv'e seen some great work here of bricks and cracks that make them look like they were sculpted. How do I go about getting a heightmap working with my PBR shader? I want some details to go deeper than the normal map seems to be able to achieve.
Replies
I've checked "smoothing groups" in fbx export options, I think it's what you talked about.
Ok, tldr version since this got deleted by mistake:
All that chromatic aberration is taking away from your Substances
Fixed. Thanks for the advice.
Here is the part 02 of my ocean tuto (beginner/intermediate level) : hope you like it :-)
[ame="https://www.youtube.com/watch?v=BCDLrGAAJ4Y"]https://www.youtube.com/watch?v=BCDLrGAAJ4Y[/ame]
Awesome vincent. Was playing around with something like this a while back. Will check out the rest of the series.
Cool :when you are done, give me your feedback!
Hey, an esay one would be not to use the same color for the joints.
Keep it up ;-)
My main problem is with the "cracks" and color variations.
This kind of pattern. What im doing now is that im taking scratches and then running them though various directional warps.
Ultimatly, im looking moore for this effect rather than the first one.
Im still tinkering with getting it right, since 80% of my scene is going to use this material i want to get it perfect.
Another thing i wanted to ask if the glossyness is ok? Most marbles seems to be polished but floor marble is not polished at all? It has a rather matte look to it according to most of my references.
UPDATE: Sorry for the huge images. But here is the recent progress.
not the same but i have right direction
this is part of my graph.
maybe this help you ^^*
Still struggeling with the colors. Gradient and Gradient Dynamic frightens me.
Rather than use that to easily create detail, I'd recommend building up complexity more naturally by blending different sets of masks. I've made a marble texture recently and found it was pretty simple to create the illusion that the white branches off into smaller fragments.
I'll quickly break down my approach, since then I've found a few new tricks:
sorry if this stretches the page!
Some Marmoset goodness with my wood board substance. balancing the height map is tricky, but the results are sweet!
I've been swamped at work lately so no new stuff from me, but I ran into trouble trying to create animated substances. If anyone has looked into it already I would really welcome the help.
the thread is over there : Animated Substance
Basically I'm trying to make rain ripples, but I'm running into a wall when I try to offset the timing for each ripple scatter.
Not a problem! I hope my examples help you handle your graphs with more precision; finding how to do something with the tightest control (and minimizing nodes) is what I've found to be the most valuable approach to Substance
[ame="https://www.youtube.com/watch?v=gj-n4avJ66w"]https://www.youtube.com/watch?v=gj-n4avJ66w[/ame]
Wow, that's awesome, how did you get the fan pattern to work?
Finally i made a mask with some circles to get the shape of the fan pattern i wanted. Then duplicated the fan into position until i filled the texture.
A more closer look..
Hey there, i made some diamond plates based on your tut aswell. Instead i used PBR (Gloss/spec). Awesome tut, keep those comming man! :thumbup:
[ame]https://www.youtube.com/watch?v=CPi2g9d4t6E&hd=1[/ame]
[ame]https://www.youtube.com/watch?v=MC-ooGlmd-c&hd=1[/ame]
That looks great dude! The G/S workflow comes out really quite nice too. I haven't played much with G/S yet, might see how the results differ for other materials.
I will keep the tutorials up, I promise, just struggling to do them at the moment as I am coming to the end of my degree and deadlines are looming haha
Going from Substance to Speed Tree to UE4 to make super quick trees
[ame]www.youtube.com/watch?v=QUyhk8VjNkk&[/ame]
Really cool !
The only difference really is that I didn't bother with controlling the shape of the stones much before splattering. Instead I have a short series of nodes that recover square shapes from what looks like bubbles, which I like because it doesn't require much tuning on the splattering to get the gaps clean and even.
pretty tricky to get evenly spaced brick,
my method almost exactly the same as jet_pilot
http://www.polycount.com/forum/showpost.php?p=2291158&postcount=1646
my next goal is to calculate the repetition to squeeze out the pattern amount in one texture , so i can get bigger resolution
other substance
mandatory brick attempt
tiling roof test
Here's how I broke the graph down:
I did a first marble test...not very convincing but not bad for a first try.
Messed about doing some crysis nanosuit material today. The wears a bit screwed up!
can we see this on a rounded cube, please?
here is my new tutorial, that concludes the terrain maker serie :-)
I hope you will enjoy it ;-)
[ame="https://www.youtube.com/watch?v=pV4v4BSf_yw"]https://www.youtube.com/watch?v=pV4v4BSf_yw[/ame]
Crosspost from my thread
Feedback is greatly appreciated!
Cheers (and nice work too ;-))
@somedoggy this is probably one of the best wood floors I've seen. patterns look really good and the gloss amount feels really accurate.
I'd love to see your fan pattern graph if you get a chance. It looks like you may have approached it a little differently than some of the other versions.
I should be able to post some new things soon... We've been working on some really cool things at gametextures.
This one isn't a big "WOW" material but it's a pretty useful utility - it'll prep a albedo/spec/gloss map to a ue4 or unity5 ready format. It will also let you define metalness using an rgb mask or let you pick via color picker. Just lets you skip some copy pasting channels in photoshop.
http://gametextures.com/blog/2015/04/03/gametextures-to-metalness-a-new-tool-to-convert-workflows/
I was wondering - did Nicolas upload the new light node he posted a few pages back?
his is the bottom, the post is 10 before this..
http://www.polycount.com/forum/showpost.php?p=2292301&postcount=1654
small update, worn wood!
Excellent job on the fan pattern texture by the way! Thank you for the walk-through
Iv'e seen some great work here of bricks and cracks that make them look like they were sculpted. How do I go about getting a heightmap working with my PBR shader? I want some details to go deeper than the normal map seems to be able to achieve.
I'm working in Substance Designer 5.
Thanks guys