Andrew Price. ... one of the greatest. Got my skills from blender guru. This is a must have application. ... definitely getting it. Thank you Andrew.....
In substance software you can drag when you pick colors, and it creates a gradient based on the colors of what are you dragging on.Useful for replicating colors from reference
Very powerful stuff. I've been waiting for procedural-everything for decades. This sort of thing should be a dynamic library for the games, then there's no multi-GB of textures (except for completely unique textures that can't be procedurally generated).
It's funny, but almost the most impressive thing about this is the fact that all this masonry terminology is included in the program. They could have just had menus with Brick Type 1, Brick Type 2, etc, but I think someone must have gone out and interviewed a mason or something, because this seems like way more information about bricklaying that you could even find on wikipedia or with anything but the most exhaustive web searches.
Nice work. I see some places for improvement ( I will add some by editing this comment): - (ModernBrick) Mortar noise pattern needs some Ramp values to limit the blackness/whiteness of the noise patter that you use in the simulation to make more subtle differences of the luminosity
Great Generator but PLEASE can you increase the scale of the final texture (not resolution) - at the minute the maximum number of rows I can get are 40 (when the material scale is set to 1) and this roughly translates to 3.4m in real world size. But for such a good product surely we should be able to output to 10m x 10m (around 120 rows of brick)?? The repetition is what kills the realism when using bricks in CGI / archviz, and any architectural building over one story high will suffer from it! Keep up the great work! I would purchase the rest of the generators without hesitation if the scale can be increased to avoid repetition on larger surfaces.
Just wondered if there is a description on how to create a mask for creating custom weaves in the upholstry generator, or if there is a website where you can download these masks. See the 2:38 to 3:00 minute mark of the upholstry generator video. Thanks
While we've started with bricks you can definitely expect other generators in the future covering all sorts of materials. I'm looking forward to them myself. - Bill @ Poliigon
I might be mistaken, but there is an Adobe Substance 3D Add-on for Blender, isn't it the same as mentioned plugins for other 3D software? And would it be possible to use Poliigon generators with this addon inside Blender? Or the Substance Player just more flexible/better/{any other reason} compared to the add-on?
This is cool, the problem I see personally is it's hard to get a starting material unless you buy it from someone. As a relative newbie to blender I have gotten the hang of using normal, diffuse, height maps, etc but to create them myself would be difficult. The same with this, its awesome but how would you create a brand new material by yourself? I think other add-ons like materialize are more worth it for beginners because they allow them to better create their own materials from scratch. Then again I cant even use materialize because I am on mac and it only runs on PC but I digress...
How do you make a brick wall with a different row of bricks in the middle and then bricks on their side along the top? Will procedural texture do this? I don't know how to achieve this with static Brick textures.
how can the texture be applied so the bricks in blender are actual meshes? (in case you wanna break the wall and so it falls apart into individual bricks)
This wouldn't really be possible from using these generators. I'd suggest building the wall manually using simple brick models and then arrays. There is a good tutorial on the subject here ruclips.net/video/XUUi2AdLtmk/видео.html - Bill @ Poliigon
@@fiveoneecho i look for kinda mix, like that that information that the render engine uses for the light, that this can be used to deform the mesh? im new to blender so im wondering :)
I created a bunch of terrazzo files with the terrazzo generator. I created them accidentally with the direct x format instead of open gl. I then used node wrangler and an invert node was automatically placed after the roughness image node. The roughness shows up as blue in color. It was automatically inserted with a fac of 1.000. Do I still need to add an invert node after my normal image node, as mentioned at the end of this video? With the invert node after the normal image node set to 0 my preview of the material looks correct. With it set to 1.000 it is black. What do I do to correct the normals on these direct x terrazzo files that I import into blender. Thanks
This is really great but I don't think the plug-ins are that helpful (I use 3DS Max and all I can see is a Substance Map that I'll slot into the Diffuse Slot) - it seems to me that the Player route is the way to do it properly as you then get all the other maps, not just the diffuse map (or am I missing something regarding the 3ds Max plugin ?).
Hey there. If you're using the SSE2 engine, try switching over to the DirectX one, I believe that might be your issue. If you need further support please contact us on support@poliigon.com and I'll assist from there. - Bill @ Poliigon
Thanks for your video. I'm very disappointed with cinema 4d some features not working well. I think now I choose the right software for animation. MY Problem is " I Need to show the cross-section of some engineering model, I'm using Boole on c4d. but not working well. I am searching for a solution but nothing found on the internet. Why this happened. I Need to show car cross-section view how this possible in cinema 4d. Please help me. I'm so much disappointment and so much confused with cinema 4d issues." Note: In Blender cross-section view animation work seamlessly without any issues.
You can always set the resolution way down to 512x512 while working on your material and then up the resolution when it comes to getting ready to export. That should help with performance issues. - Bill @ Poliigon
Can these actually vary when they tile? or are we stuck with a very powerful texture generator but "only" within a 1x1 or 2x2m square? will these just visibly tile?
With the scaling options you can make a much larger texture (in terms of area). Should be more than enough to cover the side of a building to avoid tiling, as an example. - Bill @ Poliigon
@@poliigondocumentation3584 Lovely. I'll have another play and see. Will this though mean you'll be able to cover a large area but be constrained to 4K? so the entire outside wall of said building would be "only" 4K resolution?
Chris Gough tiling at 4K with small brick scale won’t be noticeable. You risk making your project take hours to load and weeks to render if you use all 8k or 16k textures.
@@fiveoneecho I'm not saying to have them all at 8k or 16k. It's more with a large facade of a building that requires good textures and little noticable tiling. one large but very good brick texture would do well.
While it can initially seem like a lot, when you consider the sheer amount of textures you can create from one generator the value of it soon becomes apparent. - Bill @ Poliigon
@@poliigondocumentation3584 I can understand that but I have rarely required tons of different brick textures. Yes, I am sure there is some gamer out there that counts the different brick textures are in a game, but I really don't think that is the norm.
The Substance Player software to access the files are free but the generators themselves are paid content on Poliigon. They take far too many man hours to include in our free section I'm afraid. - Bill @ Poliigon
Only this particular 'generator' is for bricks. The Substance suite is for making anything your imagination can come up with and more (procedural texture creation/3D painting). Check out: www.substance3d.com/ for examples and more explanation. They created this generator using Substance Designer, which is part of the substance suite, or 'ecosystem' as they call it.
While we've started with bricks you can definitely expect other generators in the future covering all sorts of materials. I'm looking forward to them myself. - Bill @ Poliigon
You can export the textures and then import them into Blender once you're done customising the material. If you watch to the end of the Video Andrew goes over how to import into Blender using the Node Wrangler addon. - Bill @ Poliigon
So I'm guessing these guys don't know what the term free means, as not only does Poliigon require a subscription to use but Substance you get a TRIAL for free...useless unless you're a company
lisa haney try going to the substance sub-site on the adobe site and scroll down to where it says “Get Substance.” Click on that and it should take you to the download page. If you scroll down and find Substance Player, you will see that it is a free download unlike the other pieces of software in that package. Hope this helps!
Andrew Price. ... one of the greatest. Got my skills from blender guru. This is a must have application. ... definitely getting it. Thank you Andrew.....
Incredible. You guys killed it with these new generators. Can't wait to see what is next. (Tile generators, please!!!) :)
As far as brick generators go, this is the only brick generator I know.
whoa you can pretty much change everything! This will be very useful for my architectural renders
In substance software you can drag when you pick colors, and it creates a gradient based on the colors of what are you dragging on.Useful for replicating colors from reference
Indeed you can! Though I believe that's just the Dynamic Gradient node right in Substance Designer right?
@@poliigonofficial I bearly use Designer, so i don't know
What....? Who do you do this, just click and drag? With the dropper?
Very powerful stuff. I've been waiting for procedural-everything for decades. This sort of thing should be a dynamic library for the games, then there's no multi-GB of textures (except for completely unique textures that can't be procedurally generated).
15:36 This is something what completely changed my mind about blender!
is this problem solved? and plz suggest a solution to solve it
It's funny, but almost the most impressive thing about this is the fact that all this masonry terminology is included in the program. They could have just had menus with Brick Type 1, Brick Type 2, etc, but I think someone must have gone out and interviewed a mason or something, because this seems like way more information about bricklaying that you could even find on wikipedia or with anything but the most exhaustive web searches.
Perfect for architecture design!
Nice work. I see some places for improvement ( I will add some by editing this comment):
- (ModernBrick) Mortar noise pattern needs some Ramp values to limit the blackness/whiteness of the noise patter that you use in the simulation to make more subtle differences of the luminosity
Great Generator but PLEASE can you increase the scale of the final texture (not resolution) - at the minute the maximum number of rows I can get are 40 (when the material scale is set to 1) and this roughly translates to 3.4m in real world size. But for such a good product surely we should be able to output to 10m x 10m (around 120 rows of brick)?? The repetition is what kills the realism when using bricks in CGI / archviz, and any architectural building over one story high will suffer from it! Keep up the great work! I would purchase the rest of the generators without hesitation if the scale can be increased to avoid repetition on larger surfaces.
Wow this looks amazing! Will be good for the textures I’ll need in the making of an animated series I’m creating.
excellent video. Thank you. Is there anything different at the time of export when using v-ray?
Smashing generator. Will probably get 3 of them to use for blender.
Just wondered if there is a description on how to create a mask for creating custom weaves in the upholstry generator, or if there is a website where you can download these masks. See the 2:38 to 3:00 minute mark of the upholstry generator video. Thanks
Great video !!! Is there something similar for wooden houses, boards , wooden walls, wooden floors etc ?
While we've started with bricks you can definitely expect other generators in the future covering all sorts of materials. I'm looking forward to them myself.
- Bill @ Poliigon
"Cracks. You don't have to be a rocket scientist to figure that one out!" Um, crackers?
Next one is Painted wood like wood paneling on Houses Horisontal and vertical with different styles? :D This is so Awesome :D
Substance Painter :)
@@RosarioRosato mhm :)
I'd love some Medieval stone brick generators !
really like your videos! thanks you so much!
I might be mistaken, but there is an Adobe Substance 3D Add-on for Blender, isn't it the same as mentioned plugins for other 3D software? And would it be possible to use Poliigon generators with this addon inside Blender? Or the Substance Player just more flexible/better/{any other reason} compared to the add-on?
Please add displaced stucco with an option to have some missing.
This is cool, the problem I see personally is it's hard to get a starting material unless you buy it from someone. As a relative newbie to blender I have gotten the hang of using normal, diffuse, height maps, etc but to create them myself would be difficult. The same with this, its awesome but how would you create a brand new material by yourself? I think other add-ons like materialize are more worth it for beginners because they allow them to better create their own materials from scratch. Then again I cant even use materialize because I am on mac and it only runs on PC but I digress...
there should be a tutorial about patterns and fabrics or leather what can this Program do with it.
FABULOUS STUFF GUYS!!!!!!!!
How do you make a brick wall with a different row of bricks in the middle and then bricks on their side along the top? Will procedural texture do this? I don't know how to achieve this with static Brick textures.
Could you make an update on this tutorial with the current version of substance?. It looks very very different for me
Hi mate, i just downloaded this brick. Got one question, how do you change the brick proportion to a elongated brick type while keep the mortar width?
Need to be able to change the brick dimensions. Would add so much more versatility.
how can the texture be applied so the bricks in blender are actual meshes? (in case you wanna break the wall and so it falls apart into individual bricks)
This wouldn't really be possible from using these generators. I'd suggest building the wall manually using simple brick models and then arrays.
There is a good tutorial on the subject here ruclips.net/video/XUUi2AdLtmk/видео.html
- Bill @ Poliigon
You’re looking for a generated model, not texture. Textures only tell the render engine how the light should look coming into the camera.
@@fiveoneecho i look for kinda mix, like that that information that the render engine uses for the light, that this can be used to deform the mesh? im new to blender so im wondering :)
@@poliigondocumentation3584 thank you amigo :)
useful video mate
I created a bunch of terrazzo files with the terrazzo generator. I created them accidentally with the direct x format instead of open gl. I then used node wrangler and an invert node was automatically placed after the roughness image node. The roughness shows up as blue in color. It was automatically inserted with a fac of 1.000. Do I still need to add an invert node after my normal image node, as mentioned at the end of this video? With the invert node after the normal image node set to 0 my preview of the material looks correct. With it set to 1.000 it is black. What do I do to correct the normals on these direct x terrazzo files that I import into blender. Thanks
Love it!
Epic! Love this
This is really great but I don't think the plug-ins are that helpful (I use 3DS Max and all I can see is a Substance Map that I'll slot into the Diffuse Slot) - it seems to me that the Player route is the way to do it properly as you then get all the other maps, not just the diffuse map (or am I missing something regarding the 3ds Max plugin ?).
Awesome! Any idea why I can only export 2k in substance player?
Hey there. If you're using the SSE2 engine, try switching over to the DirectX one, I believe that might be your issue. If you need further support please contact us on support@poliigon.com and I'll assist from there.
- Bill @ Poliigon
Awesome...
Simply... awesome
Sweeto.. love it!!
Thanks for your video. I'm very disappointed with cinema 4d some features not working well. I think now I choose the right software for animation. MY Problem is " I Need to show the cross-section of some engineering model, I'm using Boole on c4d. but not working well. I am searching for a solution but nothing found on the internet. Why this happened. I Need to show car cross-section view how this possible in cinema 4d. Please help me. I'm so much disappointment and so much confused with cinema 4d issues." Note: In Blender cross-section view animation work seamlessly without any issues.
*Polygon guru*
my frame rate is real slow on this.
Do you know how to fix that?
I LOVE this software!
You can always set the resolution way down to 512x512 while working on your material and then up the resolution when it comes to getting ready to export. That should help with performance issues.
- Bill @ Poliigon
Thanks!
I will use this from now on.
this probably seems obvious, but I just started.
Thanks again, Oisin.
Can these actually vary when they tile? or are we stuck with a very powerful texture generator but "only" within a 1x1 or 2x2m square? will these just visibly tile?
With the scaling options you can make a much larger texture (in terms of area). Should be more than enough to cover the side of a building to avoid tiling, as an example.
- Bill @ Poliigon
@@poliigondocumentation3584 Lovely. I'll have another play and see. Will this though mean you'll be able to cover a large area but be constrained to 4K? so the entire outside wall of said building would be "only" 4K resolution?
Chris Gough tiling at 4K with small brick scale won’t be noticeable. You risk making your project take hours to load and weeks to render if you use all 8k or 16k textures.
@@fiveoneecho I'm not saying to have them all at 8k or 16k. It's more with a large facade of a building that requires good textures and little noticable tiling. one large but very good brick texture would do well.
Wood generators next pahleeease !
This is magic
well you are the guru lol
it is godly frustrating that you didnt do a cross hatching brick pattern
Anyways - It's anyway ( meaning there are several ways and you can choose any one of them )
That's really cool! Should we expect more of these, like wood and stone?
Yes, this is definitely just the start. You can expect to see all sorts of materials covered by these generators in the future.
- Bill @ Poliigon
It would be nice if the procedurals were something like 40 credits at most, rather than 100 each.
I want the file, please share it with me
I cannot see the download section in the page 😒 or its not free?
hey, these are all premium downloads. You can download them with any credit pack or subscription: poliigon.com/pricing
Floor tiles please!!!!!!!!!!!!!!!!!!!!!!!!!!
YESSSSSSSSSSS!!!!!!!!!! :)
The 100 credit plank one doesn't look anything like it did in substance player. Doesn't even look like wood
15:36 I didn't get it in blender
But 100 credits for each generator?
Vytas Rauckis considering the time investment it’s worth it
While it can initially seem like a lot, when you consider the sheer amount of textures you can create from one generator the value of it soon becomes apparent.
- Bill @ Poliigon
@@poliigondocumentation3584 I can understand that but I have rarely required tons of different brick textures. Yes, I am sure there is some gamer out there that counts the different brick textures are in a game, but I really don't think that is the norm.
And this is free?
The Substance Player software to access the files are free but the generators themselves are paid content on Poliigon. They take far too many man hours to include in our free section I'm afraid.
- Bill @ Poliigon
So this software is to just for making bricks and nothing else
Only this particular 'generator' is for bricks. The Substance suite is for making anything your imagination can come up with and more (procedural texture creation/3D painting). Check out: www.substance3d.com/ for examples and more explanation. They created this generator using Substance Designer, which is part of the substance suite, or 'ecosystem' as they call it.
While we've started with bricks you can definitely expect other generators in the future covering all sorts of materials. I'm looking forward to them myself.
- Bill @ Poliigon
Hows this help me in blender
export the texture to blender and use it
You can export the textures and then import them into Blender once you're done customising the material. If you watch to the end of the Video Andrew goes over how to import into Blender using the Node Wrangler addon.
- Bill @ Poliigon
When you need to create a specific material in blender, you can get all of your textures for said material from these generators.
So I'm guessing these guys don't know what the term free means, as not only does Poliigon require a subscription to use but Substance you get a TRIAL for free...useless unless you're a company
You get a trial for the substance SUITE. It’s free for substance PLAYER. You can go to the suite page and download individual programs.
I'm not seeing a free version either.
lisa haney try going to the substance sub-site on the adobe site and scroll down to where it says “Get Substance.” Click on that and it should take you to the download page. If you scroll down and find Substance Player, you will see that it is a free download unlike the other pieces of software in that package. Hope this helps!
Awesome...
Simply... awesome