Get started with the Bitmap2Material (B2M) application from Allegorithmic. Learn how to use this software to generate physically-based rendering (PBR) maps from a single source image.
- [Instructor] Hello and welcome to our Up & Running with Bitmap2Material 3 course. My name is Joel Bradley, and I'm very much looking forward to working through this texturing course with you, a course in which we will be looking to make good use of yet another powerful texturing solution from the team at Allegorithmic. In chapter one, we're going to spend some time working with the standalone version of Bitmap2Material 3, focusing on where tools can be found inside the UI, as well as looking at how we can get vital feedback from the interface as we view and work with our Bitmap images.
In chapter two, we will discuss why we can use the Bitmap2Material archive in any application we choose as we follow along with this course, as well as take a look at the node found in Substance Designer. As we do this, we will also consider why this might be an ideal workflow when working in a texturing for games pipeline. Chapter three will see us work even more closely with the Bitmap2Material controls, looking in part at how we can set the size and quality of our outputs, as well as how we can repeat or tailor our map seamlessly for use inside our game engine of choice.
In chapter four, we will look at using options such as hue, saturation, and luminosity, as well as our light and shadow, or ambience occlusion cancellation, all of which can help us get our base color maps working the way that we want, which in turn will give us the ability to place our assets into any lighting scenario we choose. In chapter five, we will look at using Bitmap2Material's relief controls, and seeing how we can affect the various frequencies of a normal map in order to extract the details that we want from it, as well of course as how we can then augment that data in order to create even more detailed normal maps for our materials.
In chapter six, we are going to set about creating the roughness map that will control the way in which our material reacts to scene lighting. Here, we will be using such tools as curves and the color controls in order to add variation to the roughness maps that we create. Chapter seven will see us create an ambience occlusion map that will, of course, be based on the tiled result from our input bitmap. And then finally, in chapter eight, we will go ahead and create a finished material inside of Unreal so that we can see just how to make use of the maps that we will have exported from the Bitmap2Material node in Substance Designer.
As we work our way through this course, we will hopefully come to see just how powerful and how quick recreating real-world textures can be when we make use of the photographic resources available to us. But the power of this tool becomes even more evident when we realize that we can also use procedural texturing tools, such as Substance Designer and Painter, in order to help augment the photographic inputs that we are using. If you are ready to get started on your Bitmap2Material adventure, then let's get going and dive right in.
- Bitmap2Material UI
- Exploring the parameters area
- Bitmap2Material Lite
- Loading Bitmap2Material
- Adjusting output size
- Changing the colors in an input bitmap
- Using the low, mid, and high frequency controls
- Setting the Roughness Value
- Setting the AO balance
- Loading your maps into Unreal Engine