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how to make glass in substance designer

cturbo
polycounter lvl 4
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cturbo polycounter lvl 4
Hi there! I'm looking to create glass blocks in Substance Designer. Does anyone have tips on how to achieve a glass effect? I've already designed ceramic wall tiles and thought I could modify them to make glass blocks for a diner. I've been struggling to find clear tutorials, so any guidance would be greatly appreciated! Thanks :)

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  • sacboi
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    sacboi veteran polycounter
    Authored by a material artist and should be concise enough for your needs:
  • cturbo
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    cturbo polycounter lvl 4
    I'm having a bit of trouble understanding this. I'm not sure how to make the tiles transparent, and I can't see the entire graph, which makes it hard to understand how everything is connected. Do you happen to have a graph you could share with me? It would really help me see all the nodes involved.
  • poopipe
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    poopipe grand marshal polycounter
    he's not rendering it in designer - looks like marmoset

    the adobe standard material in designer supports transparency iirc , you might need to muck around with some parameters  but you really need to set it up in whichever game engine you're targeting 
  • sacboi
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    sacboi veteran polycounter
    I'm not a substance suite user, had just assumed this tutorial was a comprehensive end-to-end workflow so in addition too poopipe's advice I'd suggest searching through documentation which may provide further info?

  • cturbo
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    cturbo polycounter lvl 4
    Hey everyone, I appreciate your help! I experimented a bit, but I'm curious about how to achieve the refractions in the glass. I attempted to apply the texture to a flat solid mesh, but it appears too flat. I'm aiming to create the look of glass blocks. What would be the best way to model this? Should I go for a solid glass cube with a thick frame for the grout that I've attached, or is there a more efficient method using a thinner glass with less geometry?


  • poopipe
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    poopipe grand marshal polycounter
    the problem is not the model - its the material.  it will not automatically refract light - you need to tell it how to fake the effect
     there'll be a wide variety of ways to set it up documented on the internet (all of which will make me cross ) 
  • cturbo
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    cturbo polycounter lvl 4
    yah i thought so. I saw substrate beta glass sounds very interesting and i am going to try that.
  • poopipe
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    poopipe grand marshal polycounter
    the fancy new stuff isn't likely to be game-viable for years.  I'd stick to the established (i.e normal) materials

  • gnoop
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    gnoop sublime tool
    For something  static  it's easy . Just render a  picture of whats behind  , a cube map projection maybe, and distort /displace it by a normal map  with  vector  warp  node .
    if  you want time of day changing  and something moving behind the glass  you need a special render target in the engine.  A dynamic  cube map maybe or have this  distortion working as post effect in screen space.     It's more on a shader side of things. You can use Designer just as an example to show  your shader guy how  you want it to work .
    if you want  a sun light coming inside through this blocks it's a different story but could be faked pretty well with a special light mask texture too probably . 
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