Join Joel Bradley for an in-depth discussion in this video Using filters (Levels, Invert & Blend, etc.) to create the roughness map, part of Up and Running with Substance Designer.
- [Voiceover] A massive part of creating any good looking…surface texture, be that for offline or real time…rendering, is going to come down to how well we mimic…the interaction of light with it's surface.…Even when we are not trying to create ultra realistic…looking textures, we will still want to make sure that we…have studied the surface we are trying to recreate,…observing and noting down just what it is that causes…light to play off that surface in the way that it does.…This will then give us the idea of just what…we need to do when we start to create our substance's…roughness or glassiness map, depending on just…which top-level material type we have chosen to create.…
As we are wanting to create a roughness map here,…let's, inside our Graph view, hit the space bar, add a new…frame, and instantly change it's title to Roughness_Map.…Again, to easily distinguish this frame from it's neighbors,…let's change the frame color to something…like an olive green, and then zoom in, resize, then…reposition our frame a little bit.…
- 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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