Join Joel Bradley for an in-depth discussion in this video Using generator nodes to create large surface detail: Part 1, part of Up and Running with Substance Designer.
- In my honest opinion, the very best way to get to grips…with the node-based system that Substance Designer uses…is to both see it in action whilst at the same time…working with it to create a substance by yourself.…And the particular workflow that I like to employ…is to first of all spend time creating the surface detail…or patterns that can be found in the material…we are recreating,…and then go on and use those patterns to create…any output maps required…so diffuse, normal, roughness, and so on.…
And given the material that we're looking to create…for the duration of this course, Aged Concrete,…the first detail that I think I would like to tackle…would be the more serious elements of wear and tear…that can often be seen, so in other words,…the large cracks and gouges that this…surface type often picks up.…To begin, let's make a little bit of space for ourselves…by using the middle mouse button to pan across…in the Graph view.…And then, hit the Spacebar key in order to bring up…our Node list, as discussed in the previous exercise.…
- 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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