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  • gnoop
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    gnoop polycounter
    I studied it from youtube videos  posted by Alegorithmic . They are all there.  Sometimes too long and annoying   but still ok .

    There are  few things that covered there  not well enough imo:

    1. scale relations/primary input
    each node of several inputs  have a primary  one  marked with a dot . it's where  texture scale goes from one input to another .  If you leave  it unconnected  like "diffuse color" in material nodes  your scale would be  back to default  .  So primary should be always connected.

    2.  2d transform  node  with it's default  "Automatic" mip map level  does much blurrier  bitmap scaling than  automatic in Photoshop.    in material transform node too.  I suggest to set it to manual  Zero level

    3. Don't waste you time studying   FX-map constructions .     Imo it;s from soft past.      Now "shape splatter" is  everything you may need  and could do all the same.

    4.   All textures  start from creating depth  and then go ahead with gradient node remapping like gradient filter in Photoshop  to produce  all other channels  including color one.

    5. All the height  generation is based on  few basic  manipulations:

        a. Shifting  a pixel  along a vector(direction)  defined by  "slope" ,  fading gray-scale values in  a  secondary input ( usually a noise texture)
       or by normal map itself where each red and green value also represent a vector  (direction)  considering zero as a starting point of such vector.   
    it's  Warp , vector warp, vector morph,  etc  
    Pixel shifting   occurs only in shades of gray  of secondary input . 0r rather where gray values of pixels differ in neighboring pixels. Once it's flat black, white or any other flat value  like flat normal color in vector inputs  the shifting stops immediately

     And Directional warp where shifting direction is  constant  and the   secondary input  introduces  not the direction but rather distance of a pixel shifting .

    For some uncertain reason  there is no node that dose both kind of pixel shifting at the same time.   But you can use pixel processor  and a bit of  basic  trigonometry math  to make it yourself

       b. Distance node  working like glow effect in Photoshop.   Making fading glow around white pixels toward  blackness of a background
    Bevel node makes the same basically with a bit more conveniences

       c. edge detect   Speak for itself . Something  to feed into distance  node   for example

       d flood fill  node  Making  isolated areas to fill

        e.   pixel processor   to apply simple arithmetic on pixels  , just allowing more complex arithmetic constructions  than Blend mode
             float -   numbers like   1.5
            float2  -   2 such numbers   like x and y coordinate of a pixel for example   
       
           integer -   a number like 0, 1, 2   or -1  

        get float or get integer   -   something to get those numbers from other inputs or parameters .  getFloat2  with $pos from drop down list   is a way to get  XY position of each pixel   to be than fed into  "sampler"  node   is most common starting  point in pixel processor  that  make an image input appear  in the node for further  manipulations.  

      f.  blur - speak for itself and "Slope blur"   - most used node in SD probably .  If set to min or max  blending modes  it makes gradual shift of pixels in direction defined by  "slope" , a  secondary image  grayscale fading    same as warp node but doing this in multiple (up to 32) iterations of such warp  each time in more transparent way fading eventually too.      Used to fake erosion like features and weathering drips/ smears


       g. MAx and Min blending nodes -  same as lighter or darker blending modes in Photoshop. Basic things to combine depth/height .  And 'Subtract' one   to subtract one of initial height from  two already mixed  by MAx  to make a mask of such height  based blending for color info.


    Once you figure out this basic concepts  everything other is just  a few extra conveniences
     

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