Join Joel Bradley for an in-depth discussion in this video Using generator nodes to create large surface detail: Part 4, part of Up and Running with Substance Designer.
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- Time then to finish up the work that we have been…doing over the past few videos,…and finalize the surface break-up that we've been creating…for the cracks in our aged concrete substance.…In the Library panel then,…let's come to our Patterns generators…and after scrolling down to it…drag out a new Tile Generator.…A quick double-click will let me access its parameters…as I want to again scroll down and make a change…to the pattern type.…This time switching over to Image Input.…
What this lets us do, if I just zoom in a little…and re-position my note, is take the output…of the blend note created in the previous exercise…and use it to generate the pattern being used…by the image input of our new Tile Generator.…If I just again zoom extends in the 2D view,…you can see that we're now taking the Greyscale image…from our blend note and repeating or tiling it…in the Tile Generator.…Now usually at this point in the creation process…we would have to do a little bit…of trial and error testing in order…to generate values that will look good…
- 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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