Updated the current height map. Having a little bit of problems with creating an easy way to modulate the dirt level. It works, but it has its share of issues.
@Vincent_DEROZIER Here is the graph section of the line blending. I toned it down a ton and warped it around to make it look more natural. This brought back some of the big, simple forms that I liked but gave it small surface details.
@kay If you want something additional to add, you could have a drop down menu that changes the blood splatter to emulate different splatterings for like, a gunshot or a knife wound. Just off the top of my head.
Guys, I'm getting crashes on start up? I have tried reinstalling on to my main drive which is an SSD as well as my 2 other drives. Still getting crashes. The crashes happen when I try to create a new graph. I have tried changing each of the settings and parameters of the graph, still crashes.
I also get crashes on loading save files.
If it matters, my computer specs are as follow:
Intel i7 4690k clocked @ 3.9ghz
Nvidia GTX 960 with the latest drivers
16GB DDR3 1600mhz ram
Is there any need to link the rest of the specs? I don't think so.
In the spirit of Halloween, my Substance of the Month this month is all about masks! I just released my Luma Key Substance Designer pack. The Multi Keyer especially can make quick work of pulling multiple grayscale masks from an ID map.
In the spirit of Halloween, my Substance of the Month this month is all about masks! I just released my Luma Key Substance Designer pack. The Multi Keyer especially can make quick work of pulling multiple grayscale masks from an ID map.
Got a bit bored last night so I decided to create a second entry. Its a bit noisy in the Albedo, so I may flatten some of it out to give it a more painty look. Pretty inexperienced with doing more stylized stuff with Substance but its fun to play with. Hopefully will get back to the bricks sometime today.
So I kind of finished my first real time investment in Substance Designer. Would love to get some input/critique on it. I had some difficulties finding a good lightning situation and especially the right base geometry to render it on in Marmoset, so I'm not 100% happy with the end result. In terms of the material itself I'm quite happy, though.
@Dvids I think the height looks really damn good, the only thing that is a little off putting is the knots in the wood, they're very circular and don't fit the more oval shape of the wood grain around it. I might also try displaying this on a flat plane or slightly rounded cube, the smooth cylinder is really throwing me off this material.
Making some more progress on my bricks. The dirt is a bit too shiny for what I wanted and a bit too dark. I want it to be more dry looking. I'm struggling a bit with the albedo of the bricks as well, either I have something that is too noisy or something like this which is pretty bland.
I don't know of anyone that has managed to really get that type of pattern. There is tile random, but it's not random enough, and cells typically isn't ordered enough.
@cgvinny @bugo Wow guys, awesome entries! I wish I thought of something like that.
Finally finished. This took alot longer than I wanted it to, and it may still need some tweaks. But it's pretty much finished I think. Think I'll rest a bit and start a new one, definitely learned a lot from it, and it's the most complex material I've made so far. Here's my entry:
@Y_M, your mask looks pretty neat as well! Theres just so manyw ays to do the same with al those nodes haha. I use the distance based technique often, for small cracks, peeling paint, and even cliffs. You can get a lot of mileage out of it.
@Arvin, thanks! I think I learned it from one of the preview videos of Substance designer 5. Those guys are geniuses .
@K that's awesome man! Was it the rock video from Wes by chance? I actually haven't gotten a lot of mileage from distance. It'd be neat to see some uses for it.
@AdvisableRobin Thanks man, the rounded cube really helped the material.
Also did another version of the wood for more smoother surfaces.
Also, the rock surface video from the substance guys on YouTube is by far the best tutorial I've seen. I've learned quite a bit from watching that.
FOGBRAIN It would help your material immensly if you add some more depth to the leaves and vary the size a bit more. Right now, they dont really look like they are lying on top of the stones, but rather like a flat plane with an alpha channel. Maybe try playing with warp / directional warp nodes and the basic brick height map as input. It shouldn't be too much work but would have a big impact on the end result, imo.
Quick question guys, did you know if there is a way in Designer to avoid the automatic simplification of the vectorial lines ? I don't even understand why there is this kind of problem...
Here you can see that there is some kind of brutal interpolation with a same shape when I just change the size.
This happens because vector shapes are converted to actual polygons internally and the default quality setting degrades the small shapes to keep better performances. You can increase the quality to 1 in the properties of your SVG resource.
Man that's good to know. Wondering what other things you got up your sleeve Vincent. We were passing around that stylized mat at GT yesterday. That thing was so cool!
Here's our ground mat pretty refined with several stone shape and environment variations:
DVIDS - It would help your material immensly if you add some more depth to the leaves and vary the size a bit more. Right now, they dont really look like they are lying on top of the stones, but rather like a flat plane with an alpha channel. Maybe try playing with warp / directional warp nodes and the basic brick height map as input. It shouldn't be too much work but would have a big impact on the end result, imo.
Yeah definitely the only thing that bothered me was the leaves. I almost took them off entirely, I made them originally in a separate graph so I didn't know how it would look until it was near the completion of the entire substance. I think a directional warp with my brick heightmap or mask should do the trick. It was a lot worse before I finished I had to level them out, they were sinking into the material for some reason, now they just need to appear to accommodate the surface they are on top of.
Did some more experimenting with the distance node and here's what I've got now as my base brick pattern. Really happy with how ordered yet chaotic this is
Y_M - Cool progress, thanks for sharing with us. While there is a good amount of randomness per stone, there is still a very apparent horizontal line making it look like rows of placed stones. Try to adjust the position of the stones in the original pattern creation node. Are you using Tile Generator or Tile Sampler?
@josh_lynch I'm using two tile generators. If I'm honest I'm not sure what advantage tile sampler has over the generator. I agree that the horizontals make it look like they're placed deliberately, that was the desired effect, but they are toooo straight. Edit: Using a splatter circular node to lop off some of the corners of the input image at random turns the initial brick pattern into this:
Which results in far fewer dead straight horizontals:
Replies
Updated the current height map. Having a little bit of problems with creating an easy way to modulate the dirt level. It works, but it has its share of issues.
@Vincent_DEROZIER Here is the graph section of the line blending. I toned it down a ton and warped it around to make it look more natural. This brought back some of the big, simple forms that I liked but gave it small surface details.
@kay If you want something additional to add, you could have a drop down menu that changes the blood splatter to emulate different splatterings for like, a gunshot or a knife wound. Just off the top of my head.
I also get crashes on loading save files.
If it matters, my computer specs are as follow:
Intel i7 4690k clocked @ 3.9ghz
Nvidia GTX 960 with the latest drivers
16GB DDR3 1600mhz ram
Is there any need to link the rest of the specs? I don't think so.
'fixed' it by selecting a different shader and then creating a graph afterwards if I recall correctly.
Well that's a dumb error. someone should fix that. That worked, thanks.
Here are some renders.
They vary in dirt, moss, manhole shape, lock number and rust.
Crosspost from here.
Crosspost from here.
Click Here to go to Download
Woooo!!! Thanks Brad! This will be super helpful at home! Oh, and Happy Halloween!
My nature entry for the substance designer material challenge.
Youre right, I noticed that when looking at the images on another screen. At some point I need to get 2 new screens haha.
Thanks for pointing it out!
Making some more progress on my bricks. The dirt is a bit too shiny for what I wanted and a bit too dark. I want it to be more dry looking. I'm struggling a bit with the albedo of the bricks as well, either I have something that is too noisy or something like this which is pretty bland.
Updating the rust and iron a bit. It looked a bit too "new".
Here are some fresh renders of the crime scene substance for the Substance Designer material challenge - Urban category.
You can get the substance here on substance share.
Cheers!
Here is is a first screenshot of my entry for the Substance Designer contest !
It is called "The Lie behind the Love" .
There is still a lot of tweaks to do (and a secret to reveal), but the main idea is there
@bugo thanks Hugo : your substance really rocks!
My attempts from a regular pattern end up too regular, and starting from a cells pattern end up too random. I can't find the right middle ground
This should get you started
I spent 6 hours on it and ended up with this:
@bugo Wow guys, awesome entries! I wish I thought of something like that.
Finally finished. This took alot longer than I wanted it to, and it may still need some tweaks. But it's pretty much finished I think. Think I'll rest a bit and start a new one, definitely learned a lot from it, and it's the most complex material I've made so far. Here's my entry:
@Arvin, thanks! I think I learned it from one of the preview videos of Substance designer 5. Those guys are geniuses .
Thanks!!
Thanks man, the rounded cube really helped the material.
Also did another version of the wood for more smoother surfaces.
Also, the rock surface video from the substance guys on YouTube is by far the best tutorial I've seen. I've learned quite a bit from watching that.
FOGBRAIN
It would help your material immensly if you add some more depth to the leaves and vary the size a bit more. Right now, they dont really look like they are lying on top of the stones, but rather like a flat plane with an alpha channel. Maybe try playing with warp / directional warp nodes and the basic brick height map as input. It shouldn't be too much work but would have a big impact on the end result, imo.
Quick question guys, did you know if there is a way in Designer to avoid the automatic simplification of the vectorial lines ? I don't even understand why there is this kind of problem...
Here you can see that there is some kind of brutal interpolation with a same shape when I just change the size.
Here's our ground mat pretty refined with several stone shape and environment variations:
I'm so happy you like that Cartoon material, really enjoyed doing it !
Good luck with it man! Hopefully I can get a few in the competition myself before it's done.
Yeah definitely the only thing that bothered me was the leaves. I almost took them off entirely, I made them originally in a separate graph so I didn't know how it would look until it was near the completion of the entire substance. I think a directional warp with my brick heightmap or mask should do the trick. It was a lot worse before I finished I had to level them out, they were sinking into the material for some reason, now they just need to appear to accommodate the surface they are on top of.
https://dl.dropboxusercontent.com/u/2126504/Chaotic_Brick.sbs
Edit:
Using a splatter circular node to lop off some of the corners of the input image at random turns the initial brick pattern into this:
Which results in far fewer dead straight horizontals:
C&C are welcome.
https://share.allegorithmic.com/libraries/799