Just got InstaMat with a Pioneer license, it's looking extremely promising! Thank you very much for not restricting the software even for the free license! Because of that, artists like myself who have an empty budget can have a chance!
Thank you for this great tutorial! I'd be very interested to see a detailed asset-texturing tutorial, particularly one that also covers using the different type of Brush layers and how to switch back and forth between brushes while preserving per-brush preferences. Thanks so much! *EDIT* : It seems you can preserve per-brush settings when switching brushes by right-clicking your Multi-Channel Brush layer and choosing "Add to Library as Brush Template". Then you can double-click on any brush template to switch between them (presets are found in the "Mat Library" panel under "Paintbrush" > "Templates").
Thank you 🥰 InstaMAT supports both scalar(float) and image inputs for the ElementImage type. If you want to sample a float value you can use the "Sample Pixel" node!
Great question! InstaMAT already supports the specular/glossy workflow, you can simply export your projects and convert them to the spec/gloss workflow at export time. However, you can also support spec/gloss (and other rendering types) in the viewport by creating a custom viewport shader! 🤯
Is there any way to incorporate my huge library of PBR tileable texture on my HDD into instaMAT layering texturing workflow as either smart prefab or element graph?
Yes! I think the best way is to simply create a package and import your PBR images for the material, then create an Element Graph that references those images. You could even improve the images by sharpening or adding procedural effects. Would actually make for a great video! 🥳
Is there an option to bake textures into a second texture channel (UV2) or select a UV channel number to bake? If there is no such possibility yet, are there any plans to implement it?
Question: Is there a way to mimic that hand painted "stylized" burnished/blotchy/smear edge effect in a procedural way using the curvature bake properties? Or at lease, use a procedural method to give a good starting point for the hand painted burnished/blotchy/smear edge look?
🤔 We have a similar feature, but something that is directly comparable is currently being cooked. It might be out with the next update (or the one after) and we call it "Reference Layers" 🚀
Hi! I can't figure out how to paint in 8K resolution? I am trying to do human wrinkles) And also I wish the panes can be detachable to be moved to other monitor display
@@InstaMAT_io awesome guys at some point that would be necessary because sometimes you need to polypaint faces some specific areas without a hand skill ability brushing, and in another good topic sometimes the interface gets hard to navigate when you need to minimize things or attach windows into other shelfs
I need a tutorial on how to import and bake your own models correctly... I have a model I made on blender and there are lots of errors when I import it :( I cannot see the materials on it when I drag them onto it, I just see it as if it had a mirror surface
It sounds like you did not UV unwrap your mesh. You can do that with InstaMAT as well, I think a similar question was recently asked in our community forums! It's best to ask such questions in our forums or on discord. 🫡
Make sure that your UV unwrap is covering the whole object. Many times a single UV tile is not enough and you need to do a UDIM unwrap, this is common in VFX!
Just got InstaMat with a Pioneer license, it's looking extremely promising! Thank you very much for not restricting the software even for the free license! Because of that, artists like myself who have an empty budget can have a chance!
Finally started my InstaMAT journey and just want to thank you for these videos. Massive help
🥳 I'm looking forward to your next project 😬
Very informative and helpful for starter, can't express how gratitude I am😊 Thanks MAT!
You are so welcome! 🥰
Thank you for this great tutorial! I'd be very interested to see a detailed asset-texturing tutorial, particularly one that also covers using the different type of Brush layers and how to switch back and forth between brushes while preserving per-brush preferences. Thanks so much! *EDIT* : It seems you can preserve per-brush settings when switching brushes by right-clicking your Multi-Channel Brush layer and choosing "Add to Library as Brush Template". Then you can double-click on any brush template to switch between them (presets are found in the "Mat Library" panel under "Paintbrush" > "Templates").
Works many times faster than Substance Painter!!! Excellent functionality, thank you!!!
Great update, really appreciate this. Looking forward to using these tips to dive further into the software. Keep up the great work!
Thanks, we will do our best! 🥳
Loving this. One thing that would be very useful is the ability to plug images into float inputs, so the value can be set per pixel.
Thank you 🥰 InstaMAT supports both scalar(float) and image inputs for the ElementImage type. If you want to sample a float value you can use the "Sample Pixel" node!
Are you planning to add specular gloss workflow in the future?
Great question! InstaMAT already supports the specular/glossy workflow, you can simply export your projects and convert them to the spec/gloss workflow at export time. However, you can also support spec/gloss (and other rendering types) in the viewport by creating a custom viewport shader! 🤯
Great content - thanks!
Glad you liked it! 🤩
0:35 There is no link to another yt video.
Is there any way to incorporate my huge library of PBR tileable texture on my HDD into instaMAT layering texturing workflow as either smart prefab or element graph?
Yes! I think the best way is to simply create a package and import your PBR images for the material, then create an Element Graph that references those images. You could even improve the images by sharpening or adding procedural effects. Would actually make for a great video! 🥳
Is there an option to bake textures into a second texture channel (UV2) or select a UV channel number to bake?
If there is no such possibility yet, are there any plans to implement it?
MAT currently only supports UV0 but there are plans to support more UV layers in both node-based and layer base workflows 🥳
Question: Is there a way to mimic that hand painted "stylized" burnished/blotchy/smear edge effect in a procedural way using the curvature bake properties? Or at lease, use a procedural method to give a good starting point for the hand painted burnished/blotchy/smear edge look?
I think that should be possible, but it might be best to ask the question in our community forums or discord 🥳
Great product
Thank you 🥰🙌
Does instamat have anchor points like substance painter ?
🤔 We have a similar feature, but something that is directly comparable is currently being cooked. It might be out with the next update (or the one after) and we call it "Reference Layers" 🚀
Thank you, SO MUCH!!!
Hi! I can't figure out how to paint in 8K resolution? I am trying to do human wrinkles) And also I wish the panes can be detachable to be moved to other monitor display
You can unlock the 8k and 16k resolutions in the "Preferences" - make sure to not break your GPU 🤣
Damn boi, Amazing tool. I have one question though, Will it be free forever for under 100K revenue user?
Yes! No plans to change anything 🥰
Do you have a polypaint faces like SP?
Not yet, because we want to do it in a way that it does not break if you change your UVs like in other tools! It will be there soon 🥳
@@InstaMAT_io awesome guys at some point that would be necessary because sometimes you need to polypaint faces some specific areas without a hand skill ability brushing, and in another good topic sometimes the interface gets hard to navigate when you need to minimize things or attach windows into other shelfs
Bro, what is going on with the voice changer? Its hard to concentrate lol
I think Jeremy has a very clean and easy to understand voice! 😅
Very nice
Thanks!
I need a tutorial on how to import and bake your own models correctly... I have a model I made on blender and there are lots of errors when I import it :( I cannot see the materials on it when I drag them onto it, I just see it as if it had a mirror surface
It sounds like you did not UV unwrap your mesh. You can do that with InstaMAT as well, I think a similar question was recently asked in our community forums! It's best to ask such questions in our forums or on discord. 🫡
@@InstaMAT_io yes that was me 😅 I managed to do it but now my textures look very low res even at 4k 🫠 i think it's still a uv problem
Make sure that your UV unwrap is covering the whole object. Many times a single UV tile is not enough and you need to do a UDIM unwrap, this is common in VFX!
mmm Jeremy u gots a purdy voice