Tutorial: How to avoid texture repetition with endless materials in Substance Designer

Поделиться
HTML-код
  • 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...

Комментарии • 160

  • @le_psycho-pratte8243
    @le_psycho-pratte8243 10 месяцев назад +4

    5 years later, still useful.

  • @DanRickmanMedia
    @DanRickmanMedia Год назад +1

    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!

  • @vojtaklemperer2997
    @vojtaklemperer2997 5 лет назад +9

    "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.

  • @ededdynedd
    @ededdynedd 4 года назад +1

    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.

  • @luisfmts
    @luisfmts 2 года назад +1

    Awesome! One of if not the most complete tutorials I've ever seen! thank you a lot! 🤯

  • @zaferustuner
    @zaferustuner 6 лет назад +2

    this goes straight to the top of my favorite substance tutorials list.

  • @thepickicool97
    @thepickicool97 6 лет назад +3

    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 !

  • @mrsamlarge
    @mrsamlarge 6 лет назад +2

    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.

  • @ClownElvin
    @ClownElvin 6 лет назад +4

    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!

    • @soaacademy
      @soaacademy 6 лет назад

      Thanks mate, sure we will!

  • @gulievstudio
    @gulievstudio 3 года назад +3

    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.

  • @LelandGreen
    @LelandGreen 6 лет назад +2

    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! 🖖😎

  • @Equ1no0x
    @Equ1no0x 4 года назад +1

    This was exactly what I needed for my college homework, thanks Roberto! It worked amazing!

    • @stateofartacademy
      @stateofartacademy  4 года назад +1

      We're happy to help you! Good luck with your homework!

    • @JohnDowson100
      @JohnDowson100 3 года назад

      @@stateofartacademy Super useful! Can I ask how would you do the implementation in maya/arnold?

  • @antonioandrearq
    @antonioandrearq 5 лет назад +1

    The best seamless tutorial out there.
    Thanks

  • @sebastianschimper5556
    @sebastianschimper5556 5 лет назад +1

    Thank you for the tutorial. It was exactly what I needed and also very easy to follow!

  • @DillonSinden
    @DillonSinden 5 лет назад +1

    Amazing first tut. truly thankful for your efforts.

  • @josemusse8157
    @josemusse8157 5 лет назад

    Great tutorial, very professional. Looking for more from you channel.

  • @kevinrosso8649
    @kevinrosso8649 6 лет назад +1

    Complimenti, un lavoro eccellente e preciso! Grazie per la chiarezza della spiegazione!!

  • @Pandannapal
    @Pandannapal 3 года назад

    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.

  • @mathef
    @mathef 6 лет назад +3

    Wow! This is mindblowing! Great work! Thank you very much :)

  • @asxmf933
    @asxmf933 6 лет назад +2

    Great tutorial! Well-presented and edited. Thanks!

  • @MrAdamJW
    @MrAdamJW 6 лет назад +3

    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.

  • @jezelf2774
    @jezelf2774 6 лет назад +3

    Great way to do Wang tiles , thanks!

  • @danieljrgameart
    @danieljrgameart 6 лет назад +3

    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!

  • @The_Eno
    @The_Eno 5 лет назад +1

    Great channel, excellent content. Thank you sir! :)

  • @BharathidasanNatarajan
    @BharathidasanNatarajan 6 лет назад +1

    amazing work and tutorial. learned a lot!! thanks man!

  • @footprint1662
    @footprint1662 6 лет назад +1

    Nice and clear... great tutorial.

  • @jirivalasek7644
    @jirivalasek7644 5 лет назад +1

    awesome man. Hope to show you a finished video once

  • @jixal
    @jixal 5 лет назад +1

    Very cool stuff, definitely a 'state-of-the-art' technique ^_^.

  • @gv0zdysh0k
    @gv0zdysh0k 6 лет назад +1

    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 !!!

  • @kaankocak7232
    @kaankocak7232 6 лет назад +1

    I will try this ASAP. I guess this is the answer of my question that i asked for 5 years :D

  • @stateofartacademy
    @stateofartacademy  5 лет назад +1

    ENDLESS MATERIAL, UE4 VERSION here >>> bit.ly/2IaxzNz

  • @ihabyaareb3328
    @ihabyaareb3328 Год назад

    Thank you so much for this video

  • @JeanMarcEMY
    @JeanMarcEMY 6 лет назад

    It's so cool and so well explained! Thanks a lot!

  • @jovanpavlovich
    @jovanpavlovich 6 лет назад +1

    I don't even use SD but MAN! You should make more tutorials!

  • @jakobschwarz3634
    @jakobschwarz3634 4 года назад +1

    that is just awesome! is there any way to get this work in maya / arnold?

  • @gabocavallaro
    @gabocavallaro 3 года назад +1

    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?

  • @戴巍-s7i
    @戴巍-s7i 6 лет назад +1

    super cool. really usefull!!! thank you so much keep going on

  • @Amagys
    @Amagys 6 лет назад

    Great tutorial, thank you.

  • @jirivalasek7644
    @jirivalasek7644 6 лет назад +1

    really awesome, thanks for sharing

  • @abdelhakyac7285
    @abdelhakyac7285 6 лет назад +4

    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?

    • @stateofartacademy
      @stateofartacademy  6 лет назад +2

      Hi Abdelhak, we're working on this.. hope to have a solution soon.

    • @abdelhakyac7285
      @abdelhakyac7285 6 лет назад +3

      @@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

    • @abdelhakyac7285
      @abdelhakyac7285 6 лет назад

      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

    • @soaacademy
      @soaacademy 6 лет назад +2

      @@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.

    • @stateofartacademy
      @stateofartacademy  5 лет назад

      @Abdelhak Yacoub check this out: bit.ly/2IaxzNz

  • @saito0969
    @saito0969 4 года назад +1

    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.

    • @stateofartacademy
      @stateofartacademy  4 года назад

      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.

    • @saito0969
      @saito0969 4 года назад +1

      SOA Academy Brilliant! Still trying to wrap my head around Designer. Youve been a big help!

  • @dasnico13
    @dasnico13 2 года назад

    so this works only with patterns like bricks and tiles etc, this wont work with a wall that is broken?

  • @IvanSobrino_343
    @IvanSobrino_343 6 лет назад

    You are amazing! Thanks a lot!

  • @thetr1991
    @thetr1991 4 года назад

    Awesome tutorial. Is there a workaround to apply this technique to octane materials? Any hints on this would be very helpful. Thanks in advance.

  • @drako-tp6ni
    @drako-tp6ni 5 лет назад

    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.

  • @manuguerrero6332
    @manuguerrero6332 4 года назад

    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

  • @viktorkadza
    @viktorkadza 4 года назад

    Thanks,great work

  • @mahmoudzaefi2958
    @mahmoudzaefi2958 3 года назад

    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.

  • @mickeyviz8869
    @mickeyviz8869 3 года назад

    Know an alternative to BerconTiles? I find that it's quite buggy. I wasn't able to make it work when I followed along...

  • @younisatwi3691
    @younisatwi3691 5 лет назад

    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 !

  • @3dmiracles-g1r
    @3dmiracles-g1r 3 года назад

    can you do this with a rock texture ?

  • @ProHolmes
    @ProHolmes 3 года назад

    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?

  • @Animas42
    @Animas42 6 лет назад +1

    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?

    • @stateofartacademy
      @stateofartacademy  6 лет назад

      It works on every shape because of the BerconTiles. You only need to correctly unwrap the object.

    • @Animas42
      @Animas42 6 лет назад

      @@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.

    • @soaacademy
      @soaacademy 6 лет назад

      @@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.

  • @ReaZaaa
    @ReaZaaa 5 лет назад +2

    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.

    • @ReaZaaa
      @ReaZaaa 5 лет назад +1

      Okay, I managed to create the pattern with some shape-, transform- and blend nodes :)

  • @aleksakostic1450
    @aleksakostic1450 5 лет назад +1

    That is one nice tutorial! I am wondering if it's possible to do in Blender what you did in 3ds Max?

    • @stateofartacademy
      @stateofartacademy  5 лет назад

      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.

  • @herpesmutta
    @herpesmutta 5 лет назад

    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?

  • @Oscar3Dr
    @Oscar3Dr 4 года назад

    It's similar to grasshopper for Rhino, but more complicated. The input values are more easy in Grasshopper. Do you know Grasshopper?

  • @noveltyexposure
    @noveltyexposure 6 лет назад

    Looking good! But how about non architectural materials like sand/ground/rock etc - is it possible to apply similar method too? thanks

    • @soaacademy
      @soaacademy 6 лет назад

      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!

  • @asherkenyon
    @asherkenyon 4 года назад

    This is a great tutroial, does anyone have any ideas on getting this goodness to work in unity?

  • @VIZPARK
    @VIZPARK 6 лет назад

    Great tutorial indeed, but such brickwall or tile materials are all so much easier using Walls & Tiles or Omnitiles from VIZPARK ...

  • @txt080
    @txt080 5 лет назад

    Thank you

  • @PeterMcMullan01
    @PeterMcMullan01 6 лет назад +1

    Great stuff

  • @sugerTees
    @sugerTees 5 лет назад

    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?

    • @stateofartacademy
      @stateofartacademy  5 лет назад

      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.

    • @sugerTees
      @sugerTees 5 лет назад

      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

  • @MrWozay
    @MrWozay 6 лет назад

    Thank you !!!! very nice !

  • @MrMihov
    @MrMihov 4 года назад

    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!

  • @gtothemax2210
    @gtothemax2210 5 лет назад

    I like this but I really want to know how to do this with none uniform materials, like dirt etc

  • @max_nadolny
    @max_nadolny 4 года назад

    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. (

    • @soaacademy
      @soaacademy 4 года назад +1

      We found a way, some info soon.

    • @max_nadolny
      @max_nadolny 4 года назад

      @@soaacademy Cool. I'll be waiting for the news.

    • @soaacademy
      @soaacademy 4 года назад

      @@max_nadolny We're making a long post on stateofartacademy.com to explain what to do with every software.

    • @max_nadolny
      @max_nadolny 4 года назад

      @@soaacademy Cool web site. It the tutorial ready?

    • @soaacademy
      @soaacademy 4 года назад

      @@max_nadolny Probably next week!

  • @louism8911
    @louism8911 4 года назад

    How to have multi textures in one plane by using UV scale in Maya with Vray and Arnold?

    • @soaacademy
      @soaacademy 4 года назад

      Not an expert of Maya, if you can use OSL maps, then there's a way. More info soon!

  • @puyakhalili
    @puyakhalili 4 года назад

    Amazing

  • @klesov
    @klesov 6 лет назад

    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

    • @stateofartacademy
      @stateofartacademy  6 лет назад

      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?

  • @danielmfa3D
    @danielmfa3D 6 лет назад

    Perfect. Please how can i create this random parttens please. Thank you so much

    • @soaacademy
      @soaacademy 6 лет назад +1

      Are you talking about the natural stone pattern?

    • @danielmfa3D
      @danielmfa3D 6 лет назад

      @@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 😁

  • @tonyk6668
    @tonyk6668 6 лет назад

    This is amazing, grazie!!!

  • @medievalmilos3942
    @medievalmilos3942 4 года назад

    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 :)

    • @stateofartacademy
      @stateofartacademy  4 года назад

      Did you add a usage in the height and ao output node?

  • @saleh_afkhami
    @saleh_afkhami 9 месяцев назад

    👍 great

  • @kirilzangagolev3401
    @kirilzangagolev3401 6 лет назад

    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

    • @soaacademy
      @soaacademy 6 лет назад

      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!

  • @tonyc2209
    @tonyc2209 6 лет назад

    Awesome tutorial. Does anyone know how to use this with ue4?

    • @stateofartacademy
      @stateofartacademy  6 лет назад

      Hi Toni, we're working on it because right now, this process doesn't work in Unreal Engine.

    • @jezelf2774
      @jezelf2774 6 лет назад +1

      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=

    • @stateofartacademy
      @stateofartacademy  5 лет назад

      Hey @Tony C check this out: bit.ly/2IaxzNz

  • @visualiseramera
    @visualiseramera 6 лет назад

    How do you set up the material for Corona render with multitexture map?

    • @stateofartacademy
      @stateofartacademy  6 лет назад

      Please take a look at minute 47.40 for the Bercontile-Multitexture setup with Corona Render material.

  • @theconstantine1159
    @theconstantine1159 6 лет назад

    I dont have brecon tile in 3dsmax or is it only available for corona?

    • @stateofartacademy
      @stateofartacademy  6 лет назад

      BerconTiles are just additional maps you can download for free.

  • @DillonSinden
    @DillonSinden 5 лет назад +1

    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?

    • @DenisTriton
      @DenisTriton 4 года назад

      Hell yeah...

    • @ninikiki7039
      @ninikiki7039 2 года назад

      did u figure out how this workflow works in maya?

  • @vinayakkumar1632
    @vinayakkumar1632 4 года назад

    How to create mask using a normal map???

  • @stateofartacademy
    @stateofartacademy  6 лет назад +9

    I found a simple solution for ue4, tutorial's coming soon.

  • @sanjudg
    @sanjudg 6 лет назад

    Thanks man

  • @yoji-rasuro
    @yoji-rasuro 5 лет назад

    34:57 - Part 3

  • @hui2975
    @hui2975 6 лет назад +3

    If Flood Fill doesn't work
    Solution:
    1) Go to Windows>Switch Engine
    2) Set Rendering Engine to Direct3D instead of SSE2

    • @soaacademy
      @soaacademy 6 лет назад

      Haven't did that yet but there's a "No Failure mode" option now on the Flood Fill node.

  • @DIKIYKONYARA
    @DIKIYKONYARA 6 лет назад +5

    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 !

    • @Jjauuza
      @Jjauuza 5 лет назад

      Dude, no one cares about the dislikes :D

  • @kevaughnlee1999
    @kevaughnlee1999 5 лет назад

    I followed the tutorial but for some reason it's not randomizing even with the exact same function

    • @stateofartacademy
      @stateofartacademy  5 лет назад

      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!

  • @jnandeepdevsarma2966
    @jnandeepdevsarma2966 5 лет назад

    doesnt work with stripes pattern please help

    • @stateofartacademy
      @stateofartacademy  5 лет назад

      Hi Jeng, could you show an example of your issue please?

    • @jnandeepdevsarma2966
      @jnandeepdevsarma2966 5 лет назад

      @@stateofartacademy when i change the pattern to stripes output turns black... basically any pattern containing gradient do same

    • @stateofartacademy
      @stateofartacademy  5 лет назад

      @@jnandeepdevsarma2966 In that case, you don't probably need a smart mask but just a square with blurred edges.

    • @jnandeepdevsarma2966
      @jnandeepdevsarma2966 5 лет назад

      @@stateofartacademy ok sir i will try my best.. Thanks for the reply ❤️

  • @溪谷-j5x
    @溪谷-j5x 5 лет назад

    I wonder why mask doesn't repetition , they look the same in Boundary,in maya no BerconTile, I creat plane to tiling texture

  • @kymaprod7060
    @kymaprod7060 5 лет назад

    i don't have flood option, i have 5.3.3 version

    • @stateofartacademy
      @stateofartacademy  5 лет назад

      Hi Kyma, can you download the latest version of Substance Designer?

  • @andreizelenco4164
    @andreizelenco4164 5 лет назад

    wow!!!

  • @shaypayne
    @shaypayne 6 лет назад

    did anyone figure out how to use this in ue4 yet ?

    • @stateofartacademy
      @stateofartacademy  6 лет назад

      I need some free time to complete the ue4 version. I promise I'll deliver it asap.

    • @stateofartacademy
      @stateofartacademy  5 лет назад

      @Shay Payne check this out: bit.ly/2IaxzNz :)

  •  6 лет назад

    Why the hell MAYA does not have such MULTITEXTURE???, it does color randomization soo easy!, I want it in MAYA NOW

  • @Kombi-1
    @Kombi-1 6 лет назад +1

    13.12.18 03.20 - Yas! That's the 256. like ^^

  • @jonimaginations
    @jonimaginations 5 лет назад

    Yeeeeeeeeeeeeeeeeeeeeeeeeeeeees

  • @adrianoleo3916
    @adrianoleo3916 6 лет назад

    And tada

  • @dumbravatraian7222
    @dumbravatraian7222 6 лет назад

    Maxim

  • @YoTube69
    @YoTube69 6 лет назад

    can you do this in cinema4d? I know it can be done manually but maybe it has the same magic button as 3dsmax

    • @stateofartacademy
      @stateofartacademy  6 лет назад +1

      I don't know if this's possible with c4d. You need something like bercontiles and multitexture to scatter random texture on a grid.

    • @YoTube69
      @YoTube69 6 лет назад

      @@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