I would recommend making your height map and then using a normal node to create your normal map. But not with the PBR shader. you can see you height map if you go to the 3d view then Material\Default\shader\tessellation_parallax\tessellation
I would recommend making your height map and then using a normal node to create your normal map. But not with the PBR shader. you can see you height map if you go to the 3d view then Material\Default\shader\tessellation_parallax\tessellation
So it can't be shown in the Substance 3D view? Also, I don't know all the nodes yet but i'm assuming there is one to create and edit height, right?
Yes, it can. In SD5 if you set the shader to physically_metal_roughness, then in the 3d Viewports menu, go to material>Default>Edit and in the details pane increase the relief to greater than 0. In your graph, add an "output node" , name it Height and plug your height data into it. Right click on that and select "view in 3d" and choose "Height".
Note, it will show height parallax but not tessellation with this shader. You can try the tessellation shader but iirc it uses specular instead of metalness.
Also since you're just starting I have a bonus tip for you: if you see your textures missing in the viewport when you switch shaders, this is just because the shaders expect different output names, like "base color" vs "diffuse" etc. Just right click on your base color and select "view in 3d" and pick diffuse.
Ok so I thought i'd share one of the materials I worked on recently (old wood). I'm about a week into learning SD so this is I guess one of the more complex materials I worked on. Made a few nice looking metals but they're pretty easy to do so I won't post them here. There seems to be a lack of quality tiling mask tutorials out there so that's what i'm currently stuck on. Tried for a couple hours last night to make a simple floor board pattern and failed miserably. It's harder than it looks
Working on a new free Substance. This time a classic fan style pavement. (I noticed this was a very popular pattern here, so decided to try it for myself ).
Hey guys...more research here... full procedural...could be better...
Continue with the marble... my conclusions so far are... it would never get as good as a handcrafted texture with photoshop. Nodes are a painful sometimes, specially for creating easy stuff as a pattern that would take 30 secs in photoshop, or just blending stuff together... its almost impossible not to end with a messy graph. The other thing, when i add more stuff, viewport gets laggy... its not my machine... it just gets laggy...
Also i would like to know what nodes are u guys using for changing the normal orientation... any cool tip about it?
Hey guys...more research here... full procedural...could be better...
Continue with the marble... my conclusions so far are... it would never get as good as a handcrafted texture with photoshop. Nodes are a painful sometimes, specially for creating easy stuff as a pattern that would take 30 secs in photoshop, or just blending stuff together... its almost impossible not to end with a messy graph. The other thing, when i add more stuff, viewport gets laggy... its not my machine... it just gets laggy...
Also i would like to know what nodes are u guys using for changing the normal orientation... any cool tip about it?
My mess:
if you want to change normal direction, in the normal node change your Normal Format. I think it defaults to Direct X
Having some fun with the pixel processor node :-)
In this video, I am using it to transfer textures on a mesh with new UVs.
Some artifacts, but globally, it works :-)
Having some fun with the pixel processor node :-)
In this video, I am using it to transfer textures on a mesh with new UVs.
Some artifacts, but globally, it works :-)
Hey guys...more research here... full procedural...could be better...
Continue with the marble... my conclusions so far are... it would never get as good as a handcrafted texture with photoshop. Nodes are a painful sometimes, specially for creating easy stuff as a pattern that would take 30 secs in photoshop, or just blending stuff together... its almost impossible not to end with a messy graph. The other thing, when i add more stuff, viewport gets laggy... its not my machine... it just gets laggy...
Also i would like to know what nodes are u guys using for changing the normal orientation... any cool tip about it?
My mess:
What size are you working at? If you are making everything at 2048 it may slow SD down. I like working at 1024, then resing up here and there to see what the final will look like.
Also, RGBA nodes are more expensive than greyscale nodes. I see a lot of RGBA in your graph. Try and go through and see where you could switch some nodes back into greyscale. Remember, the height map is the most important. Worry about that first then let color happen later.
And I have to say, I am soooooooo excited and ready for this:
Is it possible to generate outputs to .raw format so that Unity could then read as Heightmap info for terrains?
I was hoping to generate a terrain via substance at runtime.
Though, I'm not sure if I should be talking to Allegorithmic or Unity people for this one.
Not afraid to dive into code for this (I work mainly in C#), but was hoping for an easier solution. If anyone has an answer, or could point me in any direction to make this happen, that would be much appreciated.
Is it possible to generate outputs to .raw format so that Unity could then read as Heightmap info for terrains?
I was hoping to generate a terrain via substance at runtime.
Though, I'm not sure if I should be talking to Allegorithmic or Unity people for this one.
Not afraid to dive into code for this (I work mainly in C#), but was hoping for an easier solution. If anyone has an answer, or could point me in any direction to make this happen, that would be much appreciated.
Thanks!
Hey @NickWilliams, personnaly I didn't managed to find a way to generate raw files with a Suabstance, neither from SD5 nor in Unity.
BUT I managed to make a dedicated shader (with Shader Forge) that just takes a greyscale map as input, and this greyscale is generated by a sbsar.
I know that the brick wall has been done to death, but I needed one, so:
P.S. Shot from SD viewport with parallax without shadows or AO.
P.P.S. Would sell my soul for an in-depth tutorial on Substance from Hugo -Bugo- Beyer or josh_lynch.
Hey Guys, I am working on a wood floor for my environment scene, heres a W.I.P shot of. I would appreciate any feedback or critiques.
Thanks.:)
The scratches are too prominent and the fact that the same scratch can affect two planks at the same time, while logical, doesn't really benefit the overall look. The size and density of the scratches also seems off to me. I would reduce their size and width, scatter them more randomly, increase their density a bit and mask some of them so that some of them can only go the edge of one separate plank.
I would increase the bevel on the planks just a tad (and/or increase the gap between them) - right now the separation is a bit lost, IMO.
One last thing - your roughness/gloss is difficult to judge in current lighting. A better angle or light source might help.
The rest is good, especially the chipped parts. Value shifts are nice.
My 2c.
I am trying to get a fully procedural/dynamic pattern that i can not for the life of me create. I want to be able to use it with a tile generator so i can use the luminance variation on each individual tile instead of a 3x3 block as i have it now. I want to blend a clean tile with an ornate tile in a certain pattern.
i want the pattern to be this: where x = clean tile and o = ornate tile
x o o
o x x
o x x
I am trying to get a fully procedural/dynamic pattern that i can not for the life of me create. I want to be able to use it with a tile generator so i can use the luminance variation on each individual tile instead of a 3x3 block as i have it now. I want to blend a clean tile with an ornate tile in a certain pattern.
i want the pattern to be this: where x = clean tile and o = ornate tile
x o o
o x x
o x x
thanks in advance.
it looks like you have it, if you could do a photoshop paintover to explain what you want I'm sure we could help.
Replies
So it can't be shown in the Substance 3D view? Also, I don't know all the nodes yet but i'm assuming there is one to create and edit height, right?
like this
[ame]https://www.youtube.com/watch?v=B4NFno0-nsQ[/ame]
and then just make a new output node and set it to height. then export it and put it into marmoset
Totally non-bias opinion, but yeah Jet_Pilot is right =P
It's meant to be used for archviz projects and such. Generally places that needs this type of wood at least.
I agree! I was the guy who last commented on that video telling you how much it helped me
Yes, it can. In SD5 if you set the shader to physically_metal_roughness, then in the 3d Viewports menu, go to material>Default>Edit and in the details pane increase the relief to greater than 0. In your graph, add an "output node" , name it Height and plug your height data into it. Right click on that and select "view in 3d" and choose "Height".
Note, it will show height parallax but not tessellation with this shader. You can try the tessellation shader but iirc it uses specular instead of metalness.
Also since you're just starting I have a bonus tip for you: if you see your textures missing in the viewport when you switch shaders, this is just because the shaders expect different output names, like "base color" vs "diffuse" etc. Just right click on your base color and select "view in 3d" and pick diffuse.
Working on a new free Substance. This time a classic fan style pavement. (I noticed this was a very popular pattern here, so decided to try it for myself ).
Hope it'll search custom libraries.
And 20% of my workspace :-)
Yesssss. I have dreamed of this day!
Continue with the marble... my conclusions so far are... it would never get as good as a handcrafted texture with photoshop. Nodes are a painful sometimes, specially for creating easy stuff as a pattern that would take 30 secs in photoshop, or just blending stuff together... its almost impossible not to end with a messy graph. The other thing, when i add more stuff, viewport gets laggy... its not my machine... it just gets laggy...
Also i would like to know what nodes are u guys using for changing the normal orientation... any cool tip about it?
My mess:
Crosspost from here.
if you want to change normal direction, in the normal node change your Normal Format. I think it defaults to Direct X
Playing with SD.
In this video, I am using it to transfer textures on a mesh with new UVs.
Some artifacts, but globally, it works :-)
[ame="https://www.youtube.com/watch?v=Kak9zPIRiY4"]https://www.youtube.com/watch?v=Kak9zPIRiY4[/ame]
I would love a tutorial. I could see myself using that a lot.
I've been trying to figure my way around SD lately, and made this old wood flooring.
Yes I think I am going to make one soon (it's quite easy actually :-))
I think anyone who ordered 4 after January 1st was eligible for an upgrade.
So maybe look into that
http://www.polycount.com/forum/showthread.php?t=148745
This makes me so freaking excited.
What size are you working at? If you are making everything at 2048 it may slow SD down. I like working at 1024, then resing up here and there to see what the final will look like.
Also, RGBA nodes are more expensive than greyscale nodes. I see a lot of RGBA in your graph. Try and go through and see where you could switch some nodes back into greyscale. Remember, the height map is the most important. Worry about that first then let color happen later.
And I have to say, I am soooooooo excited and ready for this: Been waiting for so long
100% Procedural .
Looks neat!
following my yesterday's post, here is the tutorial to make a "texture baker" node.
Enjoy ;-)
[ame="https://www.youtube.com/watch?v=R1SaZUABuuI"]https://www.youtube.com/watch?v=R1SaZUABuuI[/ame]
Really classy
I was hoping to generate a terrain via substance at runtime.
Though, I'm not sure if I should be talking to Allegorithmic or Unity people for this one.
Not afraid to dive into code for this (I work mainly in C#), but was hoping for an easier solution. If anyone has an answer, or could point me in any direction to make this happen, that would be much appreciated.
Thanks!
Hey @NickWilliams, personnaly I didn't managed to find a way to generate raw files with a Suabstance, neither from SD5 nor in Unity.
BUT I managed to make a dedicated shader (with Shader Forge) that just takes a greyscale map as input, and this greyscale is generated by a sbsar.
Here is the tutorial where I make it :
[ame="https://www.youtube.com/watch?v=gj-n4avJ66w"]https://www.youtube.com/watch?v=gj-n4avJ66w[/ame]
If you need the shader, just PM me (It's not a perfect shader, as I made it just to make the tuto)
No problem : if you are interested by generating terrain with Substance, I invite you to watch the full serie ;-)
Here is the first screenshot :
P.S. Shot from SD viewport with parallax without shadows or AO.
P.P.S. Would sell my soul for an in-depth tutorial on Substance from Hugo -Bugo- Beyer or josh_lynch.
This is why I love Allegorithmic... They listen to suggestions!
Suggested something like this a while ago,
https://forum.allegorithmic.com/index.php?topic=2290.msg10806#msg10806
You guys took the idea and ran with it.. REALLY pumped for this! Totally nailed it.
ICan't wait. You guys are awesome.
Thanks.:)
The scratches are too prominent and the fact that the same scratch can affect two planks at the same time, while logical, doesn't really benefit the overall look. The size and density of the scratches also seems off to me. I would reduce their size and width, scatter them more randomly, increase their density a bit and mask some of them so that some of them can only go the edge of one separate plank.
I would increase the bevel on the planks just a tad (and/or increase the gap between them) - right now the separation is a bit lost, IMO.
One last thing - your roughness/gloss is difficult to judge in current lighting. A better angle or light source might help.
The rest is good, especially the chipped parts. Value shifts are nice.
My 2c.
i want the pattern to be this: where x = clean tile and o = ornate tile
x o o
o x x
o x x
thanks in advance.
it looks like you have it, if you could do a photoshop paintover to explain what you want I'm sure we could help.