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!
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 This video was originally made by Wes McDermott a few years ago.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).
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?
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 :)
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.
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.
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.
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??
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.
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.
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! :)
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.
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.
for anyone watching this video wood fibers 1 and 2 is renamed to directional noise and another noise after warp is gaussian noise
Hero
Thank you very much!!
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!
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).
Amazing tutorial with great step-by-step explanations! Thank you!
Yes more Designer please. Wes is a great teacher with this.
My goodness, this was quite helpful
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@
Thank You for this Great tutorial!!
You're very welcome!
Thank you! The creative use of grunge maps gets me thinking about using this approach to create a leather material, too!
Thanks! Glad you liked the video : )
great tuts! Thanks
Very epic tutorial, thanks, man
Glad you liked it!
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?
nevermind i found it they changed wood fibers to directional noise
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 :)
Gaussian Noice is the new name for perlin noise zoom :)
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.
Thanks, super helpful!
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.
Thanks so much thats awsome !
I learned a lot from this video, more videos about designer and painter please :D
Thanks! Glad you liked the video. More to come : )
very cool tutorial, thanks :)
muchas gracias me hiciste un parote saludos desde mexico
Amazing thank you! 😀
No problem 😊
good tutorial, but it is a shame that I cannot find a way to scale the procedural output of the grunge map
Awesome!
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.
Thank You very much, Wes.
You are most welcome : ) Glad you liked the video.
where is the wood fiber ?
i use latest version of substance designer
Did you find it?
Just found out it's in "Directional noise" now.
cool! Very useful!
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.
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??
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
directional_noise
Thank you! it helped me alot
Wood Fibers o1 doesnt exist, otherwise great tutorial series!
Just found out it's in "Directional noise" now.
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.
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.
I don't have the ''Perlin Blur Zoom''
use only the perlin and changue the size
when i plug the transform 2d node in the make it tile photo, it doesnt work, the link is in red, why?
Please please PLEASE show how to make a countertop material like granite or quartz that would be AMAZING!!!!
holy shit this is awesome
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! :)
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.
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.
XD pixel fondue