Hello, I'm really curious about all these procedural material that's been really popular on artstation nowadays. What do people use those on actually? Sorry if this is a really newbie question cuz i am :v
Are those material only applicable in a game engine like unreal? If so do they just use tri-planar projection every single time?
What about a hero object? like some kind of cool rock textured in substance painter. Do designer play a role here too?
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Substance designer is a way to make static textures (or adjustable static textures - think material instances in UE4) in a procedural manner. Really it's just a different way to make textures, as opposed to something like Photoshop. It excels at making tiling textures and base materials, which can be painted onto a hero prop later, or just placed onto your terrain object.
The default layout is PBR for a game engine, but you can customize the outputs however you like. Remember that at its most basic level, all it's doing is giving you a set of tools to adjust colours in a specified texture space in a non-linear/non-destructive manner, export them as textures, and plug them into your engine inputs.
Other people will pack their graph into a .sbs file, which is Allegorithmic's custom format that behaves quite similarly to UE4's Material Instance, allowing you to adjust graph parameters (where you've set it up) on the fly. They'll then import the sbs into UE4 using the Substance plugin (can be found on the allegorithmic website).
Depending on the use of the material people will also import their sbs into substance painter and use it as a base material to paint over on something like a hero or detail prop, then export the textures along with the prop you painted and use it in UE4.
1. do ue4 has other texturing tool other paint the vertex? or i rather just be doing it all in painter?
2. if i do use the plugin from allegorithmic website to ue4, does that mean i can get away withoput making material instances in ue4? cuz i feel like if i already make the tiling in designer, it would feel kinda redudndant adjusting everything again in ue4
Generally if you wanted to paint some terrain with a blend material, you would use UE4's vertex painting tools, whereas if you were doing a prop or something you would use UV painting, i.e substance painter (or photoshop or mari or even designer).
2. I can't recall properly, but I believe when the plugin imports the sbs into substance it will generate a base material instance where you can adjust all the sbs parameters to your liking, and apply it to the objects you want. If you wanted different parameters on a different set of objects you would duplicate that instance, apply it on the desired objects and do your different adjustments. You can set default parameters in your substance graph, so you can get away with not adjusting anything.
If you're just learning the software I'd recommend not even worrying about the function graphs and parametric side of Designer, and just focus on learning it as a base material/tiling texture tool. Once you're proficient there I'd dive into all the instancing stuff. That's just my two cents however.
Technically, to paint a landscape you would use landscape layers to paint in the landscape tab, which is slightly different than painting by vertex. You still may often paint models by vertex with a pretty complex material setup. You can use your vertex colors as a blend in a lerp node between multiple colors, normals, or any channel of the material. This way, on large props, you can blend multiple seamless textures across the surface of the prop using vertex color channels.
You can import models with vertex color information, or paint them inside of UE4.
Here's an overview of how to set up layer blends based on vertex color information https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Modes/MeshPaintMode/VertexColor/MaterialSetup/2Way/