Join Adam Crespi for an in-depth discussion in this video Expose parameters for design flexibility, part of Substance Designer for Architectural Visualization (2017).
- [Instructor] In Substance Designer,…we're working in procedural material generation.…We can take in images as part of our material if we need,…but typically we're going to generate…our materials procedurally so that we have…a tremendous amount of variation possible.…What this also lets us do is to push…that design decision making process forward…into our target application such as 3ds Max or Unity.…I'm going to expose the colors of my tile…so that later in Unity or 3ds Max,…I have the ability to change those tiles…to match a different color wave from a manufacturer.…
What I'll do is to zoom in on this frame…that's got the Albedo color and zoom in close…on some of the uniform colors…that compose the deep blue tiles.…I have two colors here that I'm going to expose.…Exposing them is fairly straightforward.…I'll select one, my deep blue,…and in the output color section under specific parameters…I'll drop down under the manage function button.…I'll choose expose here and in this name what I'm exposing.…The default name or input name is output color.…
- 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
Skill Level Intermediate
Creating Painted Metal in Substance Designerwith Joel Bradley1h 5m Intermediate
Substance Painter Essential Trainingwith Wes McDermott5h 55m Intermediate
1. Mosaic Tile
2. Metallic Tiles
4. Patterned Tile for Accents
5. Wood Tile Flooring
6. Ashlar Veneer
7. Molded Wall Panels
8. Woven Mesh
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