Join Joel Bradley for an in-depth discussion in this video Exposing needed parameters (e.g., Crack Density), part of Up and Running with Substance Designer.
One of the really cool aspects of creating substances…that can be used in a wide variety of host applications…is the fact that a creating artist can choose to…expose parameters in the final substance file that can…then be used to add a variety of effects and changes…to the look of a finished material.…These parameters can even be accessed by…a game engine and used to add automated effects…such as aging, wear, and damage to name just a few.…The brilliant thing, of course, is that all of this…extra usability can be accessed without the need to ever…come back into Substance Designer itself.…
So, let's expose a number of parameters in our…substance here with a view to empowering…ourselves a little once we get into the Unreal Engine.…To do that let's zoom into our "Diffuse" frame…and double click the uniform color node,…as what we want to do here is expose the final output color.…We do this by dropping down the function list,…which unfortunately drops some of the options outside…the capture window.…The one we're interested in can, however, be seen here.…
- Creating a new substance graph
- Importing resources
- Setting up lighting
- Generating maps
- Creating material outputs
- Using generator nodes to create surface detail
- Using filters to create amps
- Publishing a substance
- Importing substances
Skill Level Intermediate
Rendering for Composites inside 3ds Maxwith Joel Bradley1h 50m Intermediate
Unreal Engine: Architectural Visualizationwith Adam Crespi3h 53m Intermediate
5.1 to 5.3.4 Update Highlights
1. Setting Up the Project
2. Generating Maps and Detail
3. Building Up the Material
What's next?2m 44s
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