Creating procedural wood in Substance Designer.

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  • Опубликовано: 19 дек 2024

Комментарии • 57

  • @homienum2121
    @homienum2121 4 года назад +35

    for anyone watching this video wood fibers 1 and 2 is renamed to directional noise and another noise after warp is gaussian noise

  • @vanillatography1544
    @vanillatography1544 2 года назад

    Thankyou for this tutorial, really well explained and made my first time in Substance Designer really fun and great to use. Alot of comments make note of there being changes to nodes etc. A quick google search will give you the information you need and everything is still there and functions like the video explains with or without legacy nodes and I got an excellent result. Cheers Fondue!

    • @Pixelfondue
      @Pixelfondue  2 года назад +1

      thanks for the comment. This video was originally made by Wes McDermott a few years ago. He's the 'main demo guy' at Substance/Adobe now and probably won't check in on this videos comments anymore. He's got a ton of new content over at Adobe now (obviously).

  • @furvus8652
    @furvus8652 6 лет назад +2

    Amazing tutorial with great step-by-step explanations! Thank you!

  • @twiceknightly1391
    @twiceknightly1391 7 лет назад

    Yes more Designer please. Wes is a great teacher with this.

  • @stevenswanson9519
    @stevenswanson9519 3 года назад

    My goodness, this was quite helpful

  • @Jeep-vd6pd
    @Jeep-vd6pd 6 лет назад

    Its very hard to find a good SD tutorial in less than a hour, so very concise and good tutorial!
    you just got a subscriber! thanks@

  • @athelstanm7298
    @athelstanm7298 3 года назад

    Thank You for this Great tutorial!!

  • @nanfredman1991
    @nanfredman1991 7 лет назад

    Thank you! The creative use of grunge maps gets me thinking about using this approach to create a leather material, too!

    • @Pixelfondue
      @Pixelfondue  7 лет назад

      Thanks! Glad you liked the video : )

  • @hatsonhatsonovich3496
    @hatsonhatsonovich3496 3 года назад

    great tuts! Thanks

  • @endarg5056
    @endarg5056 4 года назад

    Very epic tutorial, thanks, man

  • @danielm1615
    @danielm1615 7 лет назад +7

    my version of substance doens't have the wood fibers 1 and 2 or the perlin noise zoom node? Do I have to start the sbs file with a certain preset or anything?

    • @danielm1615
      @danielm1615 7 лет назад +6

      nevermind i found it they changed wood fibers to directional noise

    • @Aussie.Owlcoholic
      @Aussie.Owlcoholic 6 лет назад

      Also for anyone wondering the perlin noise zoom node was renamed too, can't remember off hte top of my head but look at the other noise nodes and you'll see it, still looks exactly the same :)

    • @KittyToft
      @KittyToft 6 лет назад +3

      Gaussian Noice is the new name for perlin noise zoom :)

    • @mattw940
      @mattw940 6 лет назад +3

      Same here, in place of wood fibers I used directional noise 1, angle rotated 90 degrees with angle random at 0.06 and i used perlin noise setting the scale to 20.

  • @TheGlazedDonut
    @TheGlazedDonut 2 года назад

    Thanks, super helpful!

  • @TimDog350
    @TimDog350 7 лет назад

    Thank you, this was awesome! Nice and simple to follow along with and very well laid out. Although, I did go with a darker wood.

  • @plus2055
    @plus2055 3 года назад

    Thanks so much thats awsome !

  • @CybranM
    @CybranM 7 лет назад +1

    I learned a lot from this video, more videos about designer and painter please :D

    • @Pixelfondue
      @Pixelfondue  7 лет назад

      Thanks! Glad you liked the video. More to come : )

  • @liquidebleu
    @liquidebleu 7 лет назад +1

    very cool tutorial, thanks :)

  • @ericksaldana344
    @ericksaldana344 5 лет назад

    muchas gracias me hiciste un parote saludos desde mexico

  • @lenstobrush7266
    @lenstobrush7266 2 года назад

    Amazing thank you! 😀

  • @AvotGames
    @AvotGames 5 месяцев назад

    good tutorial, but it is a shame that I cannot find a way to scale the procedural output of the grunge map

  • @MrMrShad0w
    @MrMrShad0w 4 года назад

    Awesome!

  • @psydegoose8269
    @psydegoose8269 6 лет назад +1

    In my current project substance designer 2018.3.0 has the output connector of the "bevel" node labeled as "material" in stead of "height" and it pulls out a greenish dashed line and will not connect to the normal map. What does this mean and how can I fix it?
    edit: okay so by expanding the outgoing connection labeled "material" I am presented with "height" and "normal" however neither of them will connect with the normal node like in the video.
    SOLVED: figured it out, noob mistake, switching between graph modes seems to have done the trick. I believe I was in standard material mode, and even by expanding the outputs manually they would not connect with each other. however switching to graph modes 1 and 2 allow the connection. :) figured I would leave this up in case anyone else has this problem.

  • @massimobaita7178
    @massimobaita7178 7 лет назад

    Thank You very much, Wes.

    • @Pixelfondue
      @Pixelfondue  7 лет назад

      You are most welcome : ) Glad you liked the video.

  • @Rinka17
    @Rinka17 4 года назад +1

    where is the wood fiber ?
    i use latest version of substance designer

  • @СашаЛарин-с2с
    @СашаЛарин-с2с 5 лет назад

    cool! Very useful!

  • @EvilDeeDlivE
    @EvilDeeDlivE 5 лет назад

    I enjoyed the tut, but I found a disparity in actually trying to use this texture. It looked gorgeous in the 3d view in substance designer, but when saving as a bitmap to export, I found its quality horrible on a 3d model.
    Also, it would be nice to update - at least with notes - on the changes to the names and types of nodes used herein, since an update to S.D. has made the nodes you use either obsolete or packaged into other nodes. It was quite annoying to have to go through Google and Reddit just to figure out which nodes to apply with the newer version.
    Good tutorial though. Very quickly and efficiently explained.

  • @scouts.3958
    @scouts.3958 4 года назад

    hey, I know this is a very old video but I can't seem to find a fix to my problem anywhere. on the gradient node, I can't move the precision slider. any fixes??

  • @Dhieen
    @Dhieen 5 лет назад

    there is alot of nodes that i dont have, like wood fiber 1 and perlin noise zoom, i have the 2018.2.2 version so its strange

    • @jemmy327
      @jemmy327 5 лет назад

      directional_noise

  • @yumekommz5109
    @yumekommz5109 6 лет назад

    Thank you! it helped me alot

  • @jantow6331
    @jantow6331 5 лет назад +2

    Wood Fibers o1 doesnt exist, otherwise great tutorial series!

    • @amandasantini6265
      @amandasantini6265 4 года назад +2

      Just found out it's in "Directional noise" now.

  • @rangeslider
    @rangeslider 7 лет назад

    Please correct me if I'm wrong but I think using the emboss node while building up height info is not correct because of how it creates angular light and shadow regions, whereas the height map should be top-down from the camera view.

    • @Pixelfondue
      @Pixelfondue  7 лет назад +1

      You are correct : ) However, In this case, I used the emboss only in the normal map creation to provide just some subtle directional detail. The height map ended up being a blurred result without these details present. The height map provides the overall large from shapes and the high frequency detail is placed in the normal map.

  • @RexArtTv
    @RexArtTv 6 лет назад +1

    I don't have the ''Perlin Blur Zoom''

    • @Rogelio654837
      @Rogelio654837 5 лет назад +1

      use only the perlin and changue the size

  • @Dhieen
    @Dhieen 5 лет назад

    when i plug the transform 2d node in the make it tile photo, it doesnt work, the link is in red, why?

  • @Te4mUp
    @Te4mUp 7 лет назад

    Please please PLEASE show how to make a countertop material like granite or quartz that would be AMAZING!!!!

  • @1thatman1
    @1thatman1 4 года назад

    holy shit this is awesome

  • @watchtheskies
    @watchtheskies 7 лет назад

    Is it procedural if you are using tiled bit maps? I always thought procedural meant using mathematically generated textures using noise etc?
    I could be wrong though, it has been known! :)

    • @Pixelfondue
      @Pixelfondue  7 лет назад

      You are correct : ) You can import bitmaps into designer and use them in the creation process. However, this would be a hybrid approach and not fully procedural. Also, the embedded bitmaps would increase the size of the exported substance material.

    • @mattw940
      @mattw940 6 лет назад

      unless the grunge map itself is procedurally generated, assuming they themselves are substances and can be found (must be stored some where) we can open them in substance designer.

  • @christopherlopez2010
    @christopherlopez2010 6 лет назад

    XD pixel fondue