Saw it yesterday at Siggraph. Extremely impressive, of course I think it was running off 4 Quadros so I would be curious to see what its like in the hands of a more realistic rig.
Hi everyone,
don't know is it a right place to ask but I'll try, maybe it's a common problem. I changed the size of icons to Large in Library/Noises, and all icons are became "S" logo... I thought need to wait while Substance rerender it, but it never happened. I'm using latest version. How to restore icons? Thanks.
Is it possible to reference an inputs width/height within a graph? Trying to see if I can feed it into a uniform color to match the input width/height. Getting around it right now by using a blend node. Guess could set the graph size but was just wondering.
Awesome stuff guys! Looking forward to that tutorial Rogelio
sorry for noob question, but you guys use rounded cube from substance designer (if so, where it is storing in what folder?) or just create your own? thx.
Trying to make a texture for a wooden telephone pole. This was my second attempt at making an albedo for it. Getting that proper mix of tones has been challenging and still not sure it's where I want it to be yet.
Trying to make a texture for a wooden telephone pole. This was my second attempt at making an albedo for it. Getting that proper mix of tones has been challenging and still not sure it's where I want it to be yet.
Looks very good.
Crits: I would expect it to be much less waxy and the normals to be much stronger. You could be going for a specific looking pole, but that was my gut reaction.
I want to use the splatter tool but with multiple shape inputs. For example I have sculpted 4 little rocks and I want to splatter them around my texture. I know I can blend together 4 different splatter layouts, but I feel like a multi input splatter node would not be to difficult to make. Any tips, or recommendations for doing that?
I want to use the splatter tool but with multiple shape inputs. For example I have sculpted 4 little rocks and I want to splatter them around my texture. I know I can blend together 4 different splatter layouts, but I feel like a multi input splatter node would not be to difficult to make. Any tips, or recommendations for doing that?
You can indeed use 4 "Splatter" nodes (with different"Random seed" values), then combine them using "Blend" nodes in "Max" blending mode.
Another way to do it is to use a fxmap (and do it in the functions); that's how we did to create the splatter node.
Crits: I would expect it to be much less waxy and the normals to be much stronger. You could be going for a specific looking pole, but that was my gut reaction.
Thanks for the crits, I appreciate it. I see that waxiness you're talking about, gonna try and get rid of that. The roughness should probably be mostly white, these things don't shine much if at all.
Trying to make a texture for a wooden telephone pole. This was my second attempt at making an albedo for it. Getting that proper mix of tones has been challenging and still not sure it's where I want it to be yet.
Depending on the age of the pole, I think the waxiness could be desirable. A lot of the utility poles I've seen around town tend to have a creosote coating on them unless they're super old and dried out. I would like to see the normal detail on the wood grain be stronger, but overall, I totally buy that it's a utility pole. I think just a bit more contrast in the colour map and roughness/gloss would really push it to awesome-town.
Thanks bruno, Im pretty new to substance designer so I'll have a look at pixel processor, thanks for replicating it, im just looking to be able to do that to any pattern I create (I can create one pretty fast on photoshop, but not the grayscale parts).
Thanks! do you have any more information about how I can do that with pixel processor? Thanks
Hi Quack!
The only thing I can point out is that there's a noticeable overlay on top of it all that's very continuous. If you tile the texture a few times it'll probably be very visible.
Maybe you could do a directional warp with a random colored tile generator to break that up? Otherwise looking amazing!
@ Dvonio - I really don't have much experience with the pixel processor so I'm not the right person to ask. But you can create these patterns in a few seconds in Substance and skip Photoshop altogether. Patterns in fact are one of the strongest points of SD
@ Dvonio / Bruno, sorry guys, I've been trying to do that for 2 days and Oblomov killed my hopes, it's not possible to do that (colorize the patterns with random colors), at least not with the regular nodes.
Hi Quack!
The only thing I can point out is that there's a noticeable overlay on top of it all that's very continuous. If you tile the texture a few times it'll probably be very visible.
Maybe you could do a directional warp with a random colored tile generator to break that up? Otherwise looking amazing!
Thanks Bruno! I hadn't thought of the large forms tiling poorly but that makes perfect sense. I think in game we would want to establish those via some decal or material blending. Thanks!
Playing with pixel processor. Do you guys know it's possibile to make 2 outputs in it?
The pixel processor node will only generate one output (grayscale or color).
What you can do (if you need to generate several grayscale outputs) is to store them in the different channels (RGBA) to output them all at the same time from your Pixel Processor. Then use a Grayscale Conversion node to extract them.
Next question. How to make my own function nodes and nest them in pixel processor? Something like those built-in nodes with star icon, "Degrees To Radians" for example.
EDIT: Nevermind. I got it. Right click on Substance Package in Explorer > New > Function.
i had originally set out to make it floor tiles but wound up making it look a lot more like a stone wall, but i guess here's how it would look on the ground. definitely don't know what i was thinking making it in a wall-like pattern thinking it would look anything but like a wall. oh well.
also, damn, i was not aware of the resolution when i uploaded these, sorry about that.
the edge chips are a bit too great in number and noisy looking too, but im ready to just start another substance d:
Forgot to post this here: Smart Material Tutorial/Template (.SBS) - Generic Rubber
Learn how to create reusable smart substance materials for Substance Painter in Substance Designer.
This .sbs file can be used both as a tutorial, since it contains a lot of comments explaining what each part does and what to watch out for, and as a template - you can just copy parts of it into your graphs.
Additionally contains following utility graphs inside (with descriptions):
Power Control
Power Control Grayscale
Height Adjust
Scale Changer Grayscale No Tile
You can copy them to your utility package, reuse and modify.
In this lecture, Rogelio Olguin will introduce the basics of texture creation with Substance Designer. Rogelio begins by showing the steps to create height information, the initial foundation of the texture. The design of a cobble stone texture is then demonstrated from start to finish. During the process, Rogelio goes over his techniques and workflow for creating simple tools that combine into one final texture that can have endless procedural possibilities. You will get an insight into Rogelio's texturing philosophies when it comes to the visual interest of texture creation. Ultimately the goal of the lecture is to share powerful Substance techniques that can be used to create virtually any texture.
Chapters
Introduction
Substance Designer Basics
Cobble Creation
Cobble Dirt
Pebbles Dead Twigs
Cobble Colorize Part 1
Cobble Colorize Part 2
Cobble Roughness
Thanks to Gnomon and Specifically Daniele Volpe at Gnomon on helping me with last min fixes.
If anyone has questions let me know I am open to answer ill do my best to answer them in concise and as quickly as possible.
Please go to this thread for questions or comments.
Been having an issue with this stepped effect in my height maps caused by gradients which in turn translate to a very noisy stepped effect in my normal maps. Has anybody noticed this or know how to get rid of it? It's the same effect you'd see when using a Quantize node. You can barely see it in the height map unless you zoom in but the normal map picks it up very easily.
Been having an issue with this stepped effect in my height maps caused by gradients which in turn translate to a very noisy stepped effect in my normal maps. Has anybody noticed this or know how to get rid of it? It's the same effect you'd see when using a Quantize node. You can barely see it in the height map unless you zoom in but the normal map picks it up very easily.
This is mostly due to 16 bit vs 8 bit make sure to keep your gray scale information at 16bit and set your project at 16bit.
So this is what i've been kinda doodling the last couple of days. I didn't really have any direction when I started, I was just messing around and this is where it's ended up. It's kinda cool because I inadvertently ended up with controls for how many rocks and how big or small they can be, exposing less or more ground as i'd like.
I've been busy as of late, but I just started working on trying some more hard surface shapes than my usual affair, I want to try damaging them as if sculpted next.
Hi shriken,
I'm really interested about doing the same golden sculpture, may I ask you if you have any tutorial on how to achieve this?
Thank you.
Hey boumay, I'm actually going to be using some of this stuff to help some students get to know designer. It's very easy stuff so I'll compile it and host it somewhere when we are done .
In short though I'm mostly combining shapes and blends together with splattering about and transforming for final placement to make it a bit more unique. PM me if you want details and I'll see if I can get something together.
Thank you very much shriken for your help
But I'm afraid to disturb you, I'm a complete newbie in SD and SP and asking you details will take too much time and effort for you, so I think it's better to wait for your tutorial (lol).
Btw, I saw in the latest SP release, that they were paintng this kind of gold material, the amazing thing was that they were painting all the channel at once, and we could see the final result in real time (color, gloss, displ, ao and so on). Really cool! I would like to learn this asap.
Replies
Saw it yesterday at Siggraph. Extremely impressive, of course I think it was running off 4 Quadros so I would be curious to see what its like in the hands of a more realistic rig.
Good stuff though!
You can also simply hit the "Rebuild database" button in the preferences of Designer.
The speed difference is surprisingly pretty small between the NVidia rig and my laptop.
Awesome stuff guys! Looking forward to that tutorial Rogelio
Looks very good.
Crits: I would expect it to be much less waxy and the normals to be much stronger. You could be going for a specific looking pole, but that was my gut reaction.
I want to use the splatter tool but with multiple shape inputs. For example I have sculpted 4 little rocks and I want to splatter them around my texture. I know I can blend together 4 different splatter layouts, but I feel like a multi input splatter node would not be to difficult to make. Any tips, or recommendations for doing that?
Example:
https://forum.allegorithmic.com/index.php?topic=6072.msg29482#msg29482
Hope you like it ;-)
You can indeed use 4 "Splatter" nodes (with different"Random seed" values), then combine them using "Blend" nodes in "Max" blending mode.
Another way to do it is to use a fxmap (and do it in the functions); that's how we did to create the splatter node.
I made a small example you can download here, hope it helps:
https://www.dropbox.com/s/lmumfaxmwmibxoh/splatter_example.zip?dl=1
Thanks for the crits, I appreciate it. I see that waxiness you're talking about, gonna try and get rid of that. The roughness should probably be mostly white, these things don't shine much if at all.
Depending on the age of the pole, I think the waxiness could be desirable. A lot of the utility poles I've seen around town tend to have a creosote coating on them unless they're super old and dried out. I would like to see the normal detail on the wood grain be stronger, but overall, I totally buy that it's a utility pole. I think just a bit more contrast in the colour map and roughness/gloss would really push it to awesome-town.
(Third substance in UE4)
Here was my second substance:
(Second substance in toolbag 2)
Is there any way to do this procedurally? (Get random grayscale values to an user created pattern (imported form photoshop))
to something like this:
Thank you so much! <333
You could possibly do that through a pixel processor BUT in this case I'd try to replicate the pattern inside substance itself:
Thanks! do you have any more information about how I can do that with pixel processor? Thanks
The only thing I can point out is that there's a noticeable overlay on top of it all that's very continuous. If you tile the texture a few times it'll probably be very visible.
Maybe you could do a directional warp with a random colored tile generator to break that up? Otherwise looking amazing!
Thank you! The FX map setup is exactly what I needed.
Thanks Bruno! I hadn't thought of the large forms tiling poorly but that makes perfect sense. I think in game we would want to establish those via some decal or material blending. Thanks!
The pixel processor node will only generate one output (grayscale or color).
What you can do (if you need to generate several grayscale outputs) is to store them in the different channels (RGBA) to output them all at the same time from your Pixel Processor. Then use a Grayscale Conversion node to extract them.
Next question. How to make my own function nodes and nest them in pixel processor? Something like those built-in nodes with star icon, "Degrees To Radians" for example.
EDIT: Nevermind. I got it. Right click on Substance Package in Explorer > New > Function.
i had originally set out to make it floor tiles but wound up making it look a lot more like a stone wall, but i guess here's how it would look on the ground. definitely don't know what i was thinking making it in a wall-like pattern thinking it would look anything but like a wall. oh well.
also, damn, i was not aware of the resolution when i uploaded these, sorry about that.
the edge chips are a bit too great in number and noisy looking too, but im ready to just start another substance d:
Learn how to create reusable smart substance materials for Substance Painter in Substance Designer.
This .sbs file can be used both as a tutorial, since it contains a lot of comments explaining what each part does and what to watch out for, and as a template - you can just copy parts of it into your graphs.
Additionally contains following utility graphs inside (with descriptions):
Power Control
Power Control Grayscale
Height Adjust
Scale Changer Grayscale No Tile
You can copy them to your utility package, reuse and modify.
https://gumroad.com/l/WCuXy
When i add custom library paths, in projects settings, default staff disappear from library viewer.
What did i do wrong?
Can you detail a bit more the setup in your preferences ?
Hi everyone,
Here is my Gnomon Tutorial on procedural texture creation. Been working on this on and off. Hope you all like it. I hope I do not put anyone to sleep
Link here
Description
In this lecture, Rogelio Olguin will introduce the basics of texture creation with Substance Designer. Rogelio begins by showing the steps to create height information, the initial foundation of the texture. The design of a cobble stone texture is then demonstrated from start to finish. During the process, Rogelio goes over his techniques and workflow for creating simple tools that combine into one final texture that can have endless procedural possibilities. You will get an insight into Rogelio's texturing philosophies when it comes to the visual interest of texture creation. Ultimately the goal of the lecture is to share powerful Substance techniques that can be used to create virtually any texture.
Chapters
- Introduction
- Substance Designer Basics
- Cobble Creation
- Cobble Dirt
- Pebbles Dead Twigs
- Cobble Colorize Part 1
- Cobble Colorize Part 2
- Cobble Roughness
Thanks to Gnomon and Specifically Daniele Volpe at Gnomon on helping me with last min fixes.If anyone has questions let me know I am open to answer ill do my best to answer them in concise and as quickly as possible.
Please go to this thread for questions or comments.
link here
This is mostly due to 16 bit vs 8 bit make sure to keep your gray scale information at 16bit and set your project at 16bit.
Thanks, I didn't even think about that. Much appreciated.
[ame="https://www.youtube.com/watch?v=JKEld44Dj6k"]https://www.youtube.com/watch?v=JKEld44Dj6k[/ame]
To finally make this pattern! (you probably don't see the link, but there is one )
Also... planning to give these out like the other ones??
(Art by David Connely)
More shots over at my artstation! https://www.artstation.com/artwork/pbr-procedural-hard-surface
I'm really interested about doing the same golden sculpture, may I ask you if you have any tutorial on how to achieve this?
Thank you.
Hey boumay, I'm actually going to be using some of this stuff to help some students get to know designer. It's very easy stuff so I'll compile it and host it somewhere when we are done .
In short though I'm mostly combining shapes and blends together with splattering about and transforming for final placement to make it a bit more unique. PM me if you want details and I'll see if I can get something together.
https://forum.allegorithmic.com/index.php?topic=6711.0
But I'm afraid to disturb you, I'm a complete newbie in SD and SP and asking you details will take too much time and effort for you, so I think it's better to wait for your tutorial (lol).
Btw, I saw in the latest SP release, that they were paintng this kind of gold material, the amazing thing was that they were painting all the channel at once, and we could see the final result in real time (color, gloss, displ, ao and so on). Really cool! I would like to learn this asap.