Join Joel Bradley for an in-depth discussion in this video Framing our outputs, part of Up and Running with Substance Designer.
- Whenever we find ourselves creating a very complex…substance texture, there is, without a doubt,…plenty of scope for things to go wrong.…This can, of course, lead to us having…to spend frustratingly prolonged periods…of time simply trying to figure out just what it is…that isn't working correctly.…In some cases, it may well be that we have inadvertently…wired our nodes together in an incorrect fashion.…Working through the flow of the graph, then,…until we come across the problem area may well be…the course of action needed in order to rectify the problem.…
On other occasions, it may well be that we have simply…connected one of the outputs from our substance graph…to the wrong input on our mesh material.…And of course, we could go on, but the point…I'm wanting to make, really, is that without clear…and logical organization of our substance graph as we go,…finding the cause of a particular problem could take much…longer than it ever really needs to.…Now of course we have already been organizing our graph…using frames as we go, and I cannot recommend…
- 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
Q: This course was updated on 05/04/2016. What changed?
A: We added 10 new tutorials covering the changes in the most recent versions of Substance Designer. Check out the videos in the new chapter, "5.1 to 5.3.4 Update Highlights."
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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