Join Joel Bradley for an in-depth discussion in this video Using generator nodes to create large surface detail: Part 2, part of Up and Running with Substance Designer.
- At the conclusion of our previous exercise, we noted that…the cells in our noise map were a little too uniform,…and so really needed to have some distortion or breakup…added to them.…To do this, we can first of all middle mouse click…and then pan down in the frame to give ourselves…a little extra room.…Then, back from the Tools Library,…locate the grunge map 013 node,…and then we can left click and drag and drop…that into the frame.…
We're not done with our noise patterns just yet,…as I want to scroll down a little further…and drag out a Plasma node as well.…The grunge 013 map we will leave as per…its defaults here, but the pattern in…the plasma node, if I just Zoom Extents All…in the 2D view, looks a little large for my liking.…I would prefer the detail on the map to be…a little smaller or finer.…In the map's Instance Parameters control then…let's double click the distance value…and manually enter a setting of 22.…
Because we are wanting to use the resulting…grey scale information here to drive distortion…in our cracks, I'm going to want to blend…
- 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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