From the course: Substance Designer for Architectural Visualization

Using a height map to add to the normal - Substance Designer Tutorial

From the course: Substance Designer for Architectural Visualization

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Using a height map to add to the normal

Connecting to the outputs and adding a height map in. This will really make that material show nicely and give us a last chance to prof it, make sure it all works right. I'll start out by connecting those outputs. Zooming in on the graph view, and connecting from the base material. I'll drag the base to the base. Normal to normal. Roughness to roughness. Metallic to metallic. And well, height to height. Then I'll add in one more output, And in this case, putting in identifier of A O, in the label then, I'll put in ambient occlusion. Now you may find you have some different naming convention, but this will work for now. Then I'll add in usage. I'll click on the plus next to add item. you can select nodes and press V to stack them vertically. I'll pick my outputs and hit V, and now their all arranged nicely. into that occlusion. We can see it then by right clicking and choosing view outputs in 3D view. And now our tile is generated from the base into the outputs and showing well. Now we need to add in the height. This will really add well, drama to our material. For the height then, and try that first. I'll pick my base material, scroll down and add height. Pipe the height into the base, and it doesn't look like anything happened. And here's why. We need to change our material here, as we are seeing in the 3D view. What I'll do is, in the 3D view go to materials, default, and edit. We're using our default materials, we haven't adding anything new. And here we have our height scale. So I'll put the height scale at one. and I'll zoom in, in 3D view to really show that again. Our height is showing well. And it's working. Its just got that little bit of extra parallax to it, that as we get a little more oblique to a surface, it still looks like its got some depth to it. We don't want to over crank this. We don't want to over crank this. We don't want a height of let's say 20, We don't want a height of let's say 20, because it will start to look odd. because it will start to look odd. But this will really help just make that surface But this will really help just make that surface have some depth as we get more tangent to it, in a view which is very typical with this kind of ceiling. in a view which is very typical with this kind of ceiling. If you'd like to test is it going to work If you'd like to test is it going to work in a larger surface, then put the tiling up to two. in a larger surface, then put the tiling up to two. This gives us a good idea of how this will look across, well a large ceiling. well a large ceiling. And I always make sure to test in conditions. And I always make sure to test in conditions. Looking around, on it, over it, really kind of along side, orbiting the light, and if you like hold Shift and right click and this will orbit that light around. and this will orbit that light around. You can tell the change. You can tell the change. Now we've got our material complete Now we've got our material complete and it's ready for any further adjustment. I'll put that tiling back down to one, and see what else there is to do.

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