@another caveman: your first picture looks like it is from a tile random node. since your pattern shape is irregular i believe your best bet would be to use a tile sampler, set to Pattern Input, adjust Pattern Input Number and feed it multiple versions of your shape (each with a different gradient overlay).
Hello, Thank you for your answer! I managed to do it like that but I will give a try to what you said because the way I did it doesn't work for every situations. http://prntscr.com/c0gjxr
A brick material that I think is finished but would like some feedback, if needed.
I'm a huge fan of Insomniac Games. With the new title out, I've been working on an environment for my portfolio to represent their art style. I've gone through the PS4 title and collected a bunch of the tiling materials and slowly trying to replicate the results.
Hi all! so im pretty new to SD... I'm looking for a way to create panels in substance designer at a large scale that look like they were painted in batches and then assembled onto a hull so they have slight color variations per panel group but not too noisy. This is what I have so far...
Hi all! so im pretty new to SD... I'm looking for a way to create panels in substance designer at a large scale that look like they were painted in batches and then assembled onto a hull so they have slight color variations per panel group but not too noisy. This is what I have so far...
@artquest , you might want to use a Tile Generator node for the panel lines at a larger scale than what you have your small square panels. For example, let's say your panels are a 16x16, this new Tile Generator would be at 4x4 and blend it over the top with your base panel material pictured above.
A second way you could pull this off would be to create the pattern you're looking in just one tile. Once you're happy with what you have, pull in a Tile Generator, connect it and select Image Input as your shape and set the tiling.
Hey everyone, finished up another substance study this weekend.
I tried really hard to make sure as many parameters we're editable in the substance without bloating it too much. The entire graph can be seeded randomly or you can go make individual tweaks to things like moss amount, mushroom amount / distribution, wetness etc.
Another goal, like usual was to use no external resources and build everything within designer with no imported heighmaps or sculpts. This was a super fun one, I have a bunch more breakdowns on my artstation if anyone is interested: https://www.artstation.com/artwork/xvdL2
All the herringbone generators I've seen have been pretty clunky. Through helping a friend yesterday I came up with a novel way to create them very easily with no fudging! It is pixel perfect, which was a big deal for me. I've got a little bit more work to do before it's release worthy. This will probably go in my next generator pack or something!
anyone know a method in fx map, to randomly generate a number multiple times, but not repeat? i want to pick random image inputs between 1-20, but dont want it to repeat
@Makkon Allegorithymic responded to me with this info,, about to test it out and see if it does what i want "You can use a Global Random in the function. The first input is the number range and it will compute random from 0 and this range. The second number is a seed. This node will produce the same result in different functions on the same node. Now you can then just take the output of the Global random and add 1 to it to get a different value if needed."
@Rhinokey do you think you could give more details about what you're trying to achieve? Do you always have 20 patterns in your FX-Map and you want to randomize the order of the inputs?
Bruno Afonseca in this example i am making a brick texture, the method i'm using is i made a generator that produces a random brick tile i load it into my scene and clone out as many of them as i want to have bricks in my scene (Well half as many as for each one i also attach to a 2d transform to mirror it, so i get 2 bricks for each generator in my scene. so say i want 40 bricks total in my texture, i load in 20 of the brick gen,, and also run them into 2d transforms to mirror, this gives me 40 different bricks, i pump these into the fx nodes input slots.
currently i set the image input to be random, which means for each image it places, it picks a random number from 0-39 and uses the brick in that slot, the prob is if its random you get a lot of repeating numbers, way more than you would expect so in the end it ends up using a bit over half of the total inputs, with a lot of repeats.
i would like it to choose a random number for each brick, but not repeat any numbers, so if the first brick rolls a 12, anytime it gets to a 12 again it would know to ignore and reroll.
heck even if it would place the bricks all in order, 0-39 i could work with that
sweet will give that a try , another question, i cant seem to find much info on the difference node, i heard i could use it as a mask to split out say a grout from a brick to make a mask , but not 100% sure of the proper way to use it. doesnt even seem to have the tool tip hints that most nodes have -- ok think i figured out the difference problem. i pipe the node witht he grout and brick blended together into one slot, and either the grout, or the brick before blend into the other (seems both work, it just inverts the mask i get out.) then i did a histogram scan to contrast up the mask so its not gradiated.
@Bruno Afonseca sorry for being so dense, i've still got a lot to learn with substance, with your get float, where are you pulling that float from is it the default $number that is in the list, when i select that it only gives me the image in the first input slot, i tried making a input parameter float that i set to 4 (the number of inputs in my test) and it only gives me the single input of the number i entered. i am not sure how you are getting the randomized entries
@Rhinokey the $number returns the iteration number, actually. If you plug your quadrant to an iterate node, make it iterate 40 times, each iteration will return a different number, 0 to 39.
I usually create my fx-maps with a single quadrant and iterate node, and I make it so the patterns get resized and offset according to the number of iterations, instead of stacking a bunch of quadrants into each other. That's how the default tile generator is done, you could open that to check it out. It can be quite overwhelming though! If you make a copy of the tile generator node and add the $number - to integer into "Input Image Index" it should work
I've only just started with Substance Designer but the resources and advice in this thread has been invaluable. Big thanks to @Bruno Afonseca for the help on the stylised wood!
i got a little question here. I used designer a while before but i want to dive more in it and understand all these functions and notes to create some realistic and cool materials. actually i'm on some tiles but i got a problem. I startet with a shape note and then plugged this one into a tile generator. but all changes i make on the shape note does not affect the tile generator. what to do?
The new video tutorial series is now available - Creating Ornate Patterns. All videos are in HD at 720p. It goes over how to make the material from start to finish. https://gumroad.com/l/prGxs
Doing a series named "Beautiful Algorithms" This series is about a
celebration of procedural beauty. I am spending at most 2 hrs per day for each (rendering can take longer). Right now I am planning for at least 30 or so...
@josh_lynch I'll say it again - looks mighty awesome man! @rogelio These look really cool! Very art for art's sake. Very intriguing to look at. Out of curiosity what did you do the renders in?
@arvinmoses thanks Yep it is art for art sake. Rendering them in Iray and post in photoshop. Just got tired of exploring more traditional textures and wanted to just explore and come up with whatever. The last one for example was just experimental with gradients and directional warps and I was able to get that pattern rather quick. Just practice and seeing what else I can come up with new ideas or techniques without having to dedicate my time on one texture type.
Nope I wish. although I am going to run a test with emissive and see if I can get away with that. That has actually been the thing limiting me from doing interior shots everything right now at least needs some skylight from the dome. I am just using the HDRI from substance designer and rotating till I find some good cascades of shadow and light.
@rogelio You got some really nice results using the default designer hdrs! Wes and I in the past had talked about using something like hdr light studio to get some more control over lighting in Designer - but I think it would still be tough to do a well rounded interior.
We messed a bit with Octane and Redshift at work and got some pretty cool renders with those.
@lionel212 This looks really cool! Love how "fluffy" the sheets look.
Replies
Thank you for your answer! I managed to do it like that but I will give a try to what you said because the way I did it doesn't work for every situations.
http://prntscr.com/c0gjxr
My weekend study from this past week, trying to figure some stuff out and playing around, I'm loving SD so far
I have some Gifs, graph shots and Marmoset turntable on my artstation: https://www.artstation.com/artwork/bOvda
C+C encouraged!
I'm a huge fan of Insomniac Games. With the new title out, I've been working on an environment for my portfolio to represent their art style. I've gone through the PS4 title and collected a bunch of the tiling materials and slowly trying to replicate the results.
Which is pretty close to what I want but it's too broken up. I'm looking for a way to concentrate bigger patches of panels together similiar to how this is setup:
http://static1.squarespace.com/static/5504ba81e4b030d1c7f9ce00/55105a54e4b0c289fce6c5f2/551076c4e4b01eb6529252d7/1427142342246/130_Vfx_Ext_YankeeStadium_110801_Rendering01A_JC.jpg?format=2500w
A second way you could pull this off would be to create the pattern you're looking in just one tile. Once you're happy with what you have, pull in a Tile Generator, connect it and select Image Input as your shape and set the tiling.
I tried really hard to make sure as many parameters we're editable in the substance without bloating it too much. The entire graph can be seeded randomly or you can go make individual tweaks to things like moss amount, mushroom amount / distribution, wetness etc.
Another goal, like usual was to use no external resources and build everything within designer with no imported heighmaps or sculpts. This was a super fun one, I have a bunch more breakdowns on my artstation if anyone is interested: https://www.artstation.com/artwork/xvdL2
Working on some new roofing. There isn't a roughness pass yet. Focus has been on height, normal, albedo, and overall read.
This is my ref.
All the herringbone generators I've seen have been pretty clunky. Through helping a friend yesterday I came up with a novel way to create them very easily with no fudging! It is pixel perfect, which was a big deal for me. I've got a little bit more work to do before it's release worthy. This will probably go in my next generator pack or something!
This is my first time posting here.
I've finished up this herrinbone floor over the last week and would love to get some feedback on it
For more views and the graph, check out my artstation post
https://www.artstation.com/artwork/1RylL
"You can use a Global Random in the function. The first input is the number range and it will compute random from 0 and this range. The second number is a seed. This node will produce the same result in different functions on the same node. Now you can then just take the output of the Global random and add 1 to it to get a different value if needed."
Do you always have 20 patterns in your FX-Map and you want to randomize the order of the inputs?
currently i set the image input to be random, which means for each image it places, it picks a random number from 0-39 and uses the brick in that slot, the prob is if its random you get a lot of repeating numbers, way more than you would expect so in the end it ends up using a bit over half of the total inputs, with a lot of repeats.
i would like it to choose a random number for each brick, but not repeat any numbers, so if the first brick rolls a 12, anytime it gets to a 12 again it would know to ignore and reroll.
heck even if it would place the bricks all in order, 0-39 i could work with that
I've plugged a bunch of random crap I had laying around and put this function under "Input Image Index"
sorry for being so dense, i've still got a lot to learn with substance, with your get float, where are you pulling that float from is it the default $number that is in the list, when i select that it only gives me the image in the first input slot, i tried making a input parameter float that i set to 4 (the number of inputs in my test) and it only gives me the single input of the number i entered. i am not sure how you are getting the randomized entries
I usually create my fx-maps with a single quadrant and iterate node, and I make it so the patterns get resized and offset according to the number of iterations, instead of stacking a bunch of quadrants into each other. That's how the default tile generator is done, you could open that to check it out. It can be quite overwhelming though!
If you make a copy of the tile generator node and add the $number - to integer into "Input Image Index" it should work
Click for high res.
https://share.allegorithmic.com/libraries/2314
Here is my procedural old wood material.
Props to Wes McDermott for the amazing video explaining how to create wood in SD
i got a little question here. I used designer a while before but i want to dive more in it and understand all these functions and notes to create some realistic and cool materials. actually i'm on some tiles but i got a problem. I startet with a shape note and then plugged this one into a tile generator. but all changes i make on the shape note does not affect the tile generator. what to do?
The new video tutorial series is now available - Creating Ornate Patterns. All videos are in HD at 720p. It goes over how to make the material from start to finish.
https://gumroad.com/l/prGxs
Promo Video - https://www.youtube.com/watch?v=Bt5rJ2QyN7g
Artstation - https://www.artstation.com/artwork/Bnomz
Is there a way to plug more than 1 pattern image Input in a Tile generator?
Thanks
Series #1 Crystallize
Series #2 Hades
Series #3 Ocean
Series #4 Mercury
More to come
@rogelio These look really cool! Very art for art's sake. Very intriguing to look at. Out of curiosity what did you do the renders in?
Are you able to add lights in iray in Designer now? You've got some really nice light setups.
For this time just a displacement and albedo map.
We messed a bit with Octane and Redshift at work and got some pretty cool renders with those.
@lionel212
This looks really cool! Love how "fluffy" the sheets look.
Hey guys heres a new render of my old texture