Join Adam Crespi for an in-depth discussion in this video Add color to the albedo, part of Substance Designer for Architectural Visualization.
- [Instructor] Once you've got your stone set up and all the different properties are working, you can look at the albedo, the final color of that stone. I tend to work in everything but the color first. I'd rather see how it reacts to light, and all the different properties playing in before it's colored, or affected by my view of the color. Whatever your work flow, you do need a color for the stone, as it's very odd to have it be exactly monochromatic. What I'll do, is to use a tile generator in color, allowing me to modulate the color of a stone and match the properties of my existing tile generator.
I'll go under Patterns, in Generators, and scroll up until I have Tile Random Color. I'll pull that into the scene and start to match the properties to my Tile Random that's given me the normal. We need six and 12, X and Y. We need the pattern to be the pattern input, and to pipe in our stone.
I'll go through and match the other properties, bouncing back and forth between the Tile Random that's the greyscale, and the new Tile Random color, and I'll show what it looks like when I'm done. I've matched up all the properties, and now I'm down in the color section of the Tile Random Color. What we can do in here is start to generate color across these. What I'll do, is to pick my base color in here for my stone. I'll pick a warm orange-yellow, pull that saturation way back, and bring that value up.
Next, I'll look at the background color. Right now it's black, and that's tinting the stone a lot. I'll click in the eye dropper, borrow the color. The stone goes all of that yellow. Then, I'll pull the value back, and we start to see the stone emerge. You can also bring up saturation a bit, kind of enhancing what's going on in the grout. Later, we'll blend the grout over this, using one of the other images as a mask, to have differing grout colors. Now what I'll do is randomize that color. We can randomize by hue, and that gets us some really odd results.
What I prefer to do is to randomize by saturation and luminance. I'll bring these up just a little bit, so we have a little more, or a little less color. What we can also do, then, is to expose the color in here. Depending on how you like to run your stone, you can expose any or all of these parameters for later use. Being that there is one version of the stone really featured on the site, I'm going to stay true to the manufacturer and just get the basic color in.
I've got my stone working. Now what I'm going to do is expose this color for tuning in my scene. I'll click on Expose, and I'll expose this as a new name, calling it StoneColor. If we look at the randomization in hue, we can see it gets, well, very vibrant, very quickly. What we may want to do is introduce the possibility of a little bit of random play in here. What I'll do is expose the luminance of this. Again, we can really push that around, playing with the color as need be.
I'll drop down under Color Random, and choose Expose. I'll give it a new name, calling it ColorRandomization. And now that's exposed, and we can tweak it later, if need be. The background color, then, I'm going to leave alone, or we could expose this color in here, as we did with that foreground. Being there's one color family of the stone, I'll leave it. Next, we need to worry about the grout color. What I'll do is assume my grout is more or less uniform, and bring in a uniform color by clicking on Clr.
Then, I'll blend this over. I'll eyedropper my existing stone and pull out the saturation, so it's a match and the stone are fairly close. Then I'll blend it over, using one of the stones as a mask. I'll pick my colored stone, and hit Bld for Blend, where it becomes the background in that blend. I'll pipe in my new grout color as the foreground, and try masking it by my ambient occlusion. It works, but it's in the wrong direction.
I'm getting gray stone with colored grout. What I need is an inversion, here. I'll pres the Spacebar and type in INV, and here's Invert Grayscale. What I'll do is pipe that occlusion through. Again, from the occlusion to the Invert Grayscale, from the Invert Grayscale into the mask, and there's that blended stone. I'm keeping it fairly light, knowing that the other material properties will really affect this, but I've definitely got my grout showing, and some of the grout color picking up in the stone, just a little bit from the mask, and my stone is that stone color.
I'll pipe this into the color and see how it looks. I'll select these nodes, and move them up by that main color. I'll take the output from this blend and put it into that base color, replacing that uniform color I've got. It's working very nicely. I've got my stone showing with that glinting appearance, and I've got that darkness between in that grout. Part of that is from the ambient occlusion, and part of it is because of the roughness. We can always change it, if need be, or alter that color and property.
I like where it's going, though, as it really is that ashlar we expect to see, with that real value to it.
- Mosaic and metallic tiles
- Determining tile patterns
- Varying tile roughness
- Exposing parameters for design flexibility
- Testing tiles in a scene
- Crafting subtle metallic properties
- Patterned tile for accents
- Wood tile flooring
- Creating wood grain from noise
- Ashlar veneer
- Molded wall panels
- Woven mesh