Tutorial: How to avoid texture repetition with endless materials in Substance Designer
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- Опубликовано: 9 фев 2025
- SOA Academy presents a tutorial on how to create endless textures with Substance Designer.
You can download the file to follow along the tutorial at this link: bit.ly/sd_endle...
New tutorial on how to make endless textures in Unreal Engine is available here: bit.ly/2IaxzNz
Interested in learning how to use Substance Designer and make your workflow easier? Check our newest course: www.stateofart...
5 years later, still useful.
I've watched a lot of tutorials for substance designer and honestly if this is one of your first tutorials then huge kudos, this was easily the most enjoyable follow along to and easy to learn from.
Really great job and thank you for helping me improve my designer skills!
"After six months of tests and you know... suffering. I can tell this is working."
What a great summary :D
Great job! This solves a really big problem in an elegant and efficient way, making procedural textures even more important than ever before.
Thanks, Vojta, you made our day.
CANNOT THANK YOU ENOUGH.
Amazing amazing amazing job. 6 months? You're a damn hero, I never would've figured this out. I spent 2 months trying to do the same. Thanks again, seriously.
I'm happy you like it! #fightrepetitions ;D
Awesome! One of if not the most complete tutorials I've ever seen! thank you a lot! 🤯
this goes straight to the top of my favorite substance tutorials list.
Man... It was PERFECT for a first tutorial ! I almost never touch Substance Designer and I followed your tutorial without any difficulty. Thank you man !
Excellent stuff, I've been looking forward to you guys putting this video out ever since you presented the concept at 3DS London. The idea still blows my mind. Can't wait to see more tutorials from SOA.
An excellent tutorial! Thank you for sharing this brilliant idea of an endless texture. I really enjoyed this video and I hope you'll make more Substance Designer tutorials in the future!
Thanks mate, sure we will!
I picked this as my first substance designer tutorial and I'm astonished by the power which it gives. In comparison, for this 24:38 little 2-node trick you will need to use 30+ nodes in blender. And this 28:22 gradient steal tool is absolutely illegal, I'm even surprised it's still not available in Photoshop.
This is an excellent tutorial. It was very simple for me to follow it.
Bonus: I actually learned what I wanted to for this morning! (I'll not bore you all with details, but he covered it!)
Thank you! 🖖😎
This was exactly what I needed for my college homework, thanks Roberto! It worked amazing!
We're happy to help you! Good luck with your homework!
@@stateofartacademy Super useful! Can I ask how would you do the implementation in maya/arnold?
The best seamless tutorial out there.
Thanks
Thank you for the tutorial. It was exactly what I needed and also very easy to follow!
Thank you Sebastian!
Amazing first tut. truly thankful for your efforts.
Thanks mate! I'm happy you liked it!
Great tutorial, very professional. Looking for more from you channel.
Thank Jose! More tutorials soon!
Complimenti, un lavoro eccellente e preciso! Grazie per la chiarezza della spiegazione!!
Love the tutorial! Just so others know, you can invert the Edge Detect without adding another node! Just check Invert from false to true under the Instance Parameters.
Wow! This is mindblowing! Great work! Thank you very much :)
Great tutorial! Well-presented and edited. Thanks!
This is really excellent. Thank you so much for a great tutorial. It was really easy to follow.
I will defiantly be trying this out on some World Machine and Unreal Engine terrain Environment Art.
Thank you.
Great way to do Wang tiles , thanks!
This Endless mask technique is brilliant! Thank you. For the end part, when you blend the two bricks materials together, you could also have used the material blend node. Anyway, great video!
Great channel, excellent content. Thank you sir! :)
amazing work and tutorial. learned a lot!! thanks man!
Nice and clear... great tutorial.
awesome man. Hope to show you a finished video once
Very cool stuff, definitely a 'state-of-the-art' technique ^_^.
Thank you!
Incredible work!!!!!! I wanted to go to sleep, but it was too amazing))) Please!!! make a small tut how to export some simple texture animation !!!
I will try this ASAP. I guess this is the answer of my question that i asked for 5 years :D
You can always count on SOA :v
ENDLESS MATERIAL, UE4 VERSION here >>> bit.ly/2IaxzNz
Thank you so much for this video
It's so cool and so well explained! Thanks a lot!
I don't even use SD but MAN! You should make more tutorials!
that is just awesome! is there any way to get this work in maya / arnold?
Thanks! This is amazing, sorry for the silly question but: this is also usefull for Unreal right? I still dont understand very well why if exist this option of having endless non-repetitive material , In environment art its produced 1 square of 4m2 or 2m2 with always the same bricks and repetition is breaked with vertex paint, and set dressing. I guess maybe its more expensive in terms of the shader and It´s desirable just to have one square baked texture and put it to repeat, maybe?
super cool. really usefull!!! thank you so much keep going on
Great tutorial, thank you.
Thank you mate!
really awesome, thanks for sharing
the theory you had seems correct, wonderful work...................love the way you made it happen, brilliant and concise........ just one question which i dont really know if you have the answer or not..... im new to this, and i prefer unreal engine, is there a way to make random tiles in unreal engine like you did in 3dsmax?
Hi Abdelhak, we're working on this.. hope to have a solution soon.
@@stateofartacademy thanks you a lot, i know we are all busy in this business, so perhaps i can reduce you time searching for a solution, i asked another youtuber the same question, and he posted this video ruclips.net/video/De8DUod26Mg/видео.html ...... didnt have the time to try his solution yet, but you really should take a look at it, it seems correct
in fact he proposed two solutions.......... im talking about the second one, the first one doesnt seem good for me, it may work for dirty materials, but not clean ones
@@abdelhakyac7285 Hi mate, I'm Rob. I saw that tutorial on 80lv and I immediatly wrote to the guy because the second solution would be perfect for my idea of infinite tiles. The only thing you need to remember if you want to try is: 1) Do not rotate the texture in Unreal like he did or you lose the tiling. 2) Instead of many single texture you should create an array of 4x4 single instances and let UE4 to cut them and randomize them around (so go with an fx-map). I'll probably try myself and post here another mini-tutorial.
@Abdelhak Yacoub check this out: bit.ly/2IaxzNz
Is it possible to use this technique of masking out the edges with a texture that has no defined edge like bricks? Im trying to make a variant of my concrete texture but cant get a nice masking of the edges.
Yes, it is possible. Start with a square shape, scale it down to 85-90%, and then apply a small blur to it. Take your concrete heightmap, contrast it with a level node, or an auto-contrast node. Finally, blend the contrasted heightmap on top of the blurred square in Overlay. It should work.
SOA Academy Brilliant! Still trying to wrap my head around Designer. Youve been a big help!
so this works only with patterns like bricks and tiles etc, this wont work with a wall that is broken?
You are amazing! Thanks a lot!
Thanks mate!
Awesome tutorial. Is there a workaround to apply this technique to octane materials? Any hints on this would be very helpful. Thanks in advance.
I'm sorry, no clue about octane :(
ev erything all right in SD but when i go to player everything is messed up any clues? i did everything step by step , i have a newer version of the software you think thats the issue?, and of course all my screen is black on substance player.
Very good tutorial, I will start using Substance Desginer
As a personal advice I would have divided the tutorial into different videos, as there is a lot of information.
What do you think of Quixel Mixer?
Would you recommend it for something, you already know a lot about Substance Desginer?
Thank you very much for this tutorial
Thanks,great work
hi. perfect, i have a few question.
thanks. can we do this completly in substance designer without 3ds max or other softwares?
is yes, you tell me which node in Substance Designer behaves like (bercone tile and multi texture in 3ds max).
thank you very much.
Know an alternative to BerconTiles? I find that it's quite buggy. I wasn't able to make it work when I followed along...
Great work! This has been a problem for a while. But is there a way to do this in quixel mixer or maya, since i have one of my projects on these softwares. Please help !
can you do this with a rock texture ?
As I see you've exported maps to use them in 3ds Max (or any other 3d modelling software). Is it possible to use this material in Substance painter as procedural one?
Doesn't this only work on geometric like shapes. What about something more organic like wood or some sort of old damaged cement? Does this still work with those or do you have any suggestion how to go about those ones?
It works on every shape because of the BerconTiles. You only need to correctly unwrap the object.
@@stateofartacademy I mean the shape you made was a brick and a stone, how would you go about with wood or cement, when there is no distinctive geometric shape to mask.
@@Animas42 This works only on shapes for now. If you have something like wood or concrete, it really depends on the texture itself. If the texture is quite uniform (like concrete could be) just a blurred mask on the borders. For veiny textures like wood and marble it could be a problem. I'll think about it as soon as I finish with the ue4 version of this.
at first: Thank you! Awesome tutorial!
second: is it possible to use own patterns? I need this technique for a pavement/sidewalk but non of the standard patterns fit the actual look of the stones.
Okay, I managed to create the pattern with some shape-, transform- and blend nodes :)
That is one nice tutorial! I am wondering if it's possible to do in Blender what you did in 3ds Max?
Hi Aleksa, I don't really know if this's possible with Blender. Let me look into it and I'll get back with something.
Hi! I'm new to Substance Designer. Until now I've worked with 3Ds Max. Thank you so very much for this tutorial! Helped me a lot! BUT at the moment I'm struggling with a conversion issue from Substance to Max. I'm trying to make a plastic material with White Noise - when I transfer my material to Max I see repetition in the noise. How can I avoid that? Will this mask help on something that tiny, as the w.noise?
It's similar to grasshopper for Rhino, but more complicated. The input values are more easy in Grasshopper. Do you know Grasshopper?
Looking good! But how about non architectural materials like sand/ground/rock etc - is it possible to apply similar method too? thanks
This works if you have shapes. In case of sand/ground/rock you just need a blurred mask on the edges. You can start trying with a square shape, scale it down to 95% and blur it a little. Let me know!
This is a great tutroial, does anyone have any ideas on getting this goodness to work in unity?
Great tutorial indeed, but such brickwall or tile materials are all so much easier using Walls & Tiles or Omnitiles from VIZPARK ...
Thank you
;D
Great stuff
Hi Rob, Thanks for this awesome tutorial.
Do you think that the same procedure can be used with leather patterns with preserving the leather structure?
Hi Nasser, thanks for reaching out! I believe you can do it. It all depends on the "smart mask". In the end, leather skin looks a lot like the natural stone example, on a different scale. I can help you more if you have a link to share with an example of what you want to achieve.
Hi, sorry for my late reply
That would be great, Please send me a link, so I can send you the file.
Thank you in advance
Thank you !!!! very nice !
Fantastic tutorial! I have a question about the other maps usage in 3ds Max. Is there a way to match the exported group difuse-gloss-height. It looks like ,with the method displayed, you'll have them matched randomly and you can get a super glossy rough part for example. Can one wire them somehow in sets and then randomize the set position? Thanks again, super informative tutorial!
I like this but I really want to know how to do this with none uniform materials, like dirt etc
Hi. Nice tutorial. But it's for 3dmax only. Do you know how to make it working in blender? There is no something like multitexture in blender. (
We found a way, some info soon.
@@soaacademy Cool. I'll be waiting for the news.
@@max_nadolny We're making a long post on stateofartacademy.com to explain what to do with every software.
@@soaacademy Cool web site. It the tutorial ready?
@@max_nadolny Probably next week!
How to have multi textures in one plane by using UV scale in Maya with Vray and Arnold?
Not an expert of Maya, if you can use OSL maps, then there's a way. More info soon!
Amazing
Hi, thank you for super helpful tutorial
Any ideas how to apply this workflow to the Octane Render inside 3dsMax? Unfortunately Octane doesn't support thirdparty maps inside max
Hi mate! I've no idea about the workflow for this on Octane Render. How do you normally randomize texture on different objects/mat IDs?
Perfect. Please how can i create this random parttens please. Thank you so much
Are you talking about the natural stone pattern?
@@soaacademy oops sorry I forgot put the link of reference. Yes man similar to the thumbnail. May this one br.pinterest.com/pin/274297433525917913/?%24ios_deeplink_path=pinterest%3A%2F%2Fpin%2F274297433525917913&%24android_deeplink_path=pinterest%3A%2F%2Fpin%2F274297433525917913&_client_id=aMg7YYI9Lv1J9A-nHbUmsk65Ud4q0lfBpueCmzvhljH1XdfQhA13BE028fQz7gzI¤t_page_url=https%3A%2F%2Fwww.pinterest.com%2Famp%2Fpin%2F274297433525917913%2F&install_id=c4e7ab87c2e8e4ca49f669ff068afc5b&%24fallback_url=https%3A%2F%2Fwww.pinterest.com%2Fpin%2F274297433525917913%2F%23details&_branch_match_id=614447966235008977#details. Sorry for my bad English 😁
This is amazing, grazie!!!
my height and ambient occlusion won't export from substance player or SD... followed this tutorial to the smallest detail. Some help would be much appreciated :)
Did you add a usage in the height and ao output node?
👍 great
I have a more complex shape and when I put it in the flood fill to position it comes out incorrect. It looks redish green everywhere
The flood fill works better if all your shapes are closed. If you have the last version of SD in the flood fill node there's an option called "no failure mode". Try that also!
Awesome tutorial. Does anyone know how to use this with ue4?
Hi Toni, we're working on it because right now, this process doesn't work in Unreal Engine.
Maybe this will help (if you can work out how the material is set up)... ruclips.net/video/A3oKnvNeb2s/видео.html
And Texture bombing... forums.unrealengine.com/development-discussion/rendering/85140-texture-bombing?112974-Texture-Bombing=
Hey @Tony C check this out: bit.ly/2IaxzNz
How do you set up the material for Corona render with multitexture map?
Please take a look at minute 47.40 for the Bercontile-Multitexture setup with Corona Render material.
I dont have brecon tile in 3dsmax or is it only available for corona?
BerconTiles are just additional maps you can download for free.
Hey man. Is this possible in Maya? I see it does have Bercon Tiles through the Vray Plugins.
Might we be able to apply the logic of the UE4 versions in Maya too? ie. those transform vectors... That would be super cool. Anyone care to help out on this one?
Hell yeah...
did u figure out how this workflow works in maya?
How to create mask using a normal map???
I found a simple solution for ue4, tutorial's coming soon.
@Captain Black check this out: bit.ly/2IaxzNz
Thanks man
34:57 - Part 3
If Flood Fill doesn't work
Solution:
1) Go to Windows>Switch Engine
2) Set Rendering Engine to Direct3D instead of SSE2
Haven't did that yet but there's a "No Failure mode" option now on the Flood Fill node.
If someone wants to push this dislike button, please DON'T.
If you really, really, really wants to, go to another video on youtube and do it there. PLEASE !
Dude, no one cares about the dislikes :D
I followed the tutorial but for some reason it's not randomizing even with the exact same function
Have you tried with the files you can download here below the video? Just to see if it's a software problem or a mistake in your own graph. Let me know!
doesnt work with stripes pattern please help
Hi Jeng, could you show an example of your issue please?
@@stateofartacademy when i change the pattern to stripes output turns black... basically any pattern containing gradient do same
@@jnandeepdevsarma2966 In that case, you don't probably need a smart mask but just a square with blurred edges.
@@stateofartacademy ok sir i will try my best.. Thanks for the reply ❤️
I wonder why mask doesn't repetition , they look the same in Boundary,in maya no BerconTile, I creat plane to tiling texture
i don't have flood option, i have 5.3.3 version
Hi Kyma, can you download the latest version of Substance Designer?
wow!!!
did anyone figure out how to use this in ue4 yet ?
I need some free time to complete the ue4 version. I promise I'll deliver it asap.
@Shay Payne check this out: bit.ly/2IaxzNz :)
Why the hell MAYA does not have such MULTITEXTURE???, it does color randomization soo easy!, I want it in MAYA NOW
13.12.18 03.20 - Yas! That's the 256. like ^^
Yeeeeeeeeeeeeeeeeeeeeeeeeeeeees
Taaaaaaaaaaaaaaaaaaaaaaaaa-daaaaaaaaaaa
And tada
Adriano Leo ahhahaha
Maxim
can you do this in cinema4d? I know it can be done manually but maybe it has the same magic button as 3dsmax
I don't know if this's possible with c4d. You need something like bercontiles and multitexture to scatter random texture on a grid.
@@stateofartacademy thanks for the reply, i found some ways to do it, with cloners (every object is separated) or multishader, tho it does not look as cool as this