@capone - Great results here! As far as resolution goes I typically try to work in 2k, when the PS5 comes out ill go 4k :-). Also appreciate the feedback, it really makes me happy that you felt this process was improved from my last videos, really its great to hear this!
@JayS - This came out with great results as well! Thank you for sharing :-)
Been learning designer over the last week, finally think I'm getting to a better level, still a lot to go, some of the stuff in here is incredible, also thank you Josh for your free gumroad tutorials + being basically everywhere I look, you've been super helpful in learning all this.
Does anyone know if there is a resource that goes over what exactly all output usages do? One of the new substance 6 videos shocked me when Wes said SpecularLevel effects the F0 of the materials. I had no real idea, I was Just curious if there was any documentation of what every output usage actually did.
hello everyone I am in trouble at work with something very simple and weird: I can't hide my environment anymore! Tried restarting SD and it didnt work. Any thoughts? Thanks
hello everyone I am in trouble at work with something very simple and weird: I can't hide my environment anymore! Tried restarting SD and it didnt work. Any thoughts? Thanks
I had this issue for several versions of SD 5. It's working again in SD 6 tho.
Messed around with trying to create a convincing carpet. I have a checkerboard pattern parameter now and some color switches set but I would love to see about adding more patterns. More images on my artstation - https://www.artstation.com/artwork/4q0Kl
You have pretty awesome textures over here! I've just started, but trying to put some knowledge I gathered lately into one material . Rest of the images in the link. https://www.artstation.com/artwork/rKJVG
Hey guys, haven't found a stupid questions thread, and the Discord seems pretty dead, so hopefully it's fine to ask here. This might have been asked a thousand times already though, but a cursory search led me to nothing unfortunately. Here's what I'm trying to do: let's say I have a premade texture with several unique color islands. Is there a way to apply a unique slope/gradient with a random rotation (not just 90 degree increments) and preferably, but not necessarily, random stop colors to each island?
Here's a bad example replicated in Photoshop:
I think it can be done through Tile Sampler, but the problem is that I already have a pattern bitmap that I need to process.
I'm running some photos through substance to generate different maps, and i'm wondering if someone might have tips for generating an opacity map. My photos typically look like this
This one is cross polarized I also have specular versions along with 4 directional versions for normal map generation. Depending on types of leaves I'm doing a few different things mainly doing some sort of levels type operation to get my mask, but I'm yet to get a result I'm totally happy with. Obviously I could go in and paint some of this stuff manually, but I'll be processing a lot of these images and would rather automate the process as much as I can.
Hey guys, haven't found a stupid questions thread, and the Discord seems pretty dead, so hopefully it's fine to ask here. This might have been asked a thousand times already though, but a cursory search led me to nothing unfortunately. Here's what I'm trying to do: let's say I have a premade texture with several unique color islands. Is there a way to apply a unique slope/gradient with a random rotation (not just 90 degree increments) and preferably, but not necessarily, random stop colors to each island?
Here's a bad example replicated in Photoshop:
I think it can be done through Tile Sampler, but the problem is that I already have a pattern bitmap that I need to process.
How i did it was rgba merge, and have B and A at white, and R and G a shifted version of your input. Then use a normal to height node, and youll have different slopes per island/cell.
Hey guys, haven't found a stupid questions thread, and the Discord seems pretty dead, so hopefully it's fine to ask here. This might have been asked a thousand times already though, but a cursory search led me to nothing unfortunately. Here's what I'm trying to do: let's say I have a premade texture with several unique color islands. Is there a way to apply a unique slope/gradient with a random rotation (not just 90 degree increments) and preferably, but not necessarily, random stop colors to each island?
Here's a bad example replicated in Photoshop:
I think it can be done through Tile Sampler, but the problem is that I already have a pattern bitmap that I need to process.
One idea would be to colorize your cells with a gradient map (0 127 127 and 255 127 127 on respective side), create a gradient linear 2, and use your cells to drive a vector warp to offset each cell by color. It won't result in a sooth gradient over the whole cell though, like it could be highest at the middle or something.
I'm a long time lurker who is still learning his trade. I don't know if this is the right place but I've recently wanted to make the jump from quixel to substance and decided to play around with substance designer. I picked it up yesterday and I've fallen in love with it! Here is my first substance. (an obligatory brick material)
Hey guys, haven't found a stupid questions thread, and the Discord seems pretty dead, so hopefully it's fine to ask here. This might have been asked a thousand times already though, but a cursory search led me to nothing unfortunately. Here's what I'm trying to do: let's say I have a premade texture with several unique color islands. Is there a way to apply a unique slope/gradient with a random rotation (not just 90 degree increments) and preferably, but not necessarily, random stop colors to each island?
Here's a bad example replicated in Photoshop:
I think it can be done through Tile Sampler, but the problem is that I already have a pattern bitmap that I need to process.
Anybody got a good way for the reversed? I have revers-engineered some of the suggested solutions, I'm just wondering if there's a smarter way?
To get the non-intersection it's a little difficult. You'll probably find the best results by making the big bubbles, ensuring they don't overlap anywhere, and then use that as a mask for a tile sampler node which generates the small bubbles.
I made a mini breakdown for an upcoming node in Substance Share. It allows you to make/fake anisotropic scratches on glossy materials, as well as other effects like galvanised metal, and even flake paint if you feel like it .
Ok, started with learning Designer myself, and here's my first result:
As you see, this isn't exactly good, so....does anyone have any idea how to improve it? I think i mostly have problems with getting basic, rough shape, if i could do that, i'd have better luck with rest of the stuff too.
Oh btw, on upper image, the left part is real life reference that i'm trying to match.
Ok, started with learning Designer myself, and here's my first result:
As you see, this isn't exactly good, so....does anyone have any idea how to improve it? I think i mostly have problems with getting basic, rough shape, if i could do that, i'd have better luck with rest of the stuff too.
Oh btw, on upper image, the left part is real life reference that i'm trying to match.
I can't see it in your Shape frame, try out a Slope Blur Grayscale node. Attach a Clouds 2 to the Slope. Attach your shape pattern at some point in your node structure that fits what you're going for. Max out the Samples on the SBG node to 32 and drop the intensity to around two or so. Change the Mode to either Min or Max. This will give you a rougher look on the edges of the bark. Clouds 2 and the intensity are just options for the look you're going for. Keeping the intensity low will provide those rough edges each piece of bark has as compared to yours at the moment. Bring in a different noise node and you'll receive a slightly different look. It's up to you. The SBG node reads the black and white Slope information and warps the grayscale image or pattern.
I hope this helps. I do not know what you do and don't know about the software.
Replies
@JayS - This came out with great results as well! Thank you for sharing :-)
@K - Looking good man! That detail tho
Nice work everyone. I should take some time to get some stuff in here
Crosspost from here. More on my artstation .
More images on artstation: https://www.artstation.com/artwork/LJ6b0
https://www.artstation.com/artwork/olROm
More images on my artstation - https://www.artstation.com/artwork/4q0Kl
Broken Cement
Old Stone Tiles
Thank you!
-W
Only procedural no color just displacement and normal.
https://www.artstation.com/artwork/rKJVG
My photos typically look like this
This one is cross polarized I also have specular versions along with 4 directional versions for normal map generation. Depending on types of leaves I'm doing a few different things mainly doing some sort of levels type operation to get my mask, but I'm yet to get a result I'm totally happy with. Obviously I could go in and paint some of this stuff manually, but I'll be processing a lot of these images and would rather automate the process as much as I can.
This is the workflow thread for these textures http://polycount.com/discussion/167507/alexs-texture-scans
(I posted this in the painter thread a few days ago by accident.)
More renders here.
I'm a long time lurker who is still learning his trade. I don't know if this is the right place but I've recently wanted to make the jump from quixel to substance and decided to play around with substance designer. I picked it up yesterday and I've fallen in love with it! Here is my first substance. (an obligatory brick material)
Obviously I welcome feedback.
I took a little bit of time to learn SD and it's pretty awesome. Here's my arid desert material.
More images: www.artstation.com/artist/jwarner
Final year student here, ould love to hear some feedbacks on these substances from you all awesome guys
Thanks!
Artstation: https://www.artstation.com/artist/ashaythube
More renders here.
Created a general use fabric
More renders on my Artstation.
I made a mini breakdown for an upcoming node in Substance Share. It allows you to make/fake anisotropic scratches on glossy materials, as well as other effects like galvanised metal, and even flake paint if you feel like it .
https://www.artstation.com/artwork/ww3ow
As you see, this isn't exactly good, so....does anyone have any idea how to improve it? I think i mostly have problems with getting basic, rough shape, if i could do that, i'd have better luck with rest of the stuff too.
Oh btw, on upper image, the left part is real life reference that i'm trying to match.
I hope this helps. I do not know what you do and don't know about the software.