Hey all,
I got SD a bit too early in my learning process and put it aside for some time now. With 5.0 being released I figured it is time for me to start learning the ropes.
Thing is... I had a lot of false ideas about what procedural texturing is and can or cannot do. And today when I think about it, I still have issues wrapping my mind around the advantages of such a technique over things like Ddo or good old Photoshop. I have a few elements of answer but nothing solid enough.
•Easy to edit and adjust
•Ability to expose and change parameters directly inside your game engine (but UE4 allows you to do some of this anyway, color for instance...?)
•Size and footprint (if you're not using an actual diffuse map but just solid color...?)
It would be nice if someone could attempt to spell it out for newbies like me
I would be that much motivated to try and tame the beast.
Replies
Imagine, you could do a brick texture based on either a black and white image of a brick pattern, with some nice details and shapes, basing everything on that and getting all the advantages I mentioned.
BUT: you would not be able to change that base pattern easily. Like you can't suddenly change the amount of bricks, or the shape of them. So you're limited in some ways.
If that brick pattern was fully procedural, you could regenerate it with more bricks, bigger gap, different size, or even just a different seed so it's slightly different.
Getting the procedural pattern to look just as good as the bitmap will probably take some more time, but you get increased freedom and options that way. It's a tradeoff in some directions: bitmap base is easier, faster at the start, but limited. Procedural is harder and takes a bit more time to polish, but has much more freedom once done right.
Again though: you can just use Designer and have all the advantages with just bitmap masks. But that, in my opinion means not to use too much bitmaps as a complete start for a material, more as masks and so.
Thank you! You make it sound like you can get rid of Photoshop completely with enough practice
Also re-using materials and keeping things consistent becomes a lot easier, ie: want to change the color of that stone texture that 12 assets use, you can do that and have it propagate and export.
A procedural aspect that I find key is being able to go up or down in resolution easily, if you use photoshop you tend to author the textures as large as you can and go down when needed, but there is no good way to go up. In substance you can do this easily and worst case would require you to bake your maps at a higher resolution (which you can also within substance designer).
I haven't been actively using substance all that long, but after picking it up it has made many things easier, and opened up the potential for a lot more.
The first person to write a book on Substance Designer will make a lot of money
Someone ought to!
Youtube videos are much better.
https://www.youtube.com/playlist?list=PLB0wXHrWAmCwLRTzdb-RxadGk_xBBQKar
Oh I know all about their channels, a good old paperback provides a different experience though. I do most of my study at night in bed and I get enough screen light during the day to add on top of that at night. So I have a lot of actual books on 3d, and that's what I use. You can take those anywhere and they don't need electricity.