Does not require a subscription to use* *You just need a subscription or credits to buy the actual generators to use in our free software so you can actually generate textures.
Apologies for the confusion. It wasn't our intention to pretend these generators are free, only that *Substance Player* is free. Our generators do indeed cost credits. Sorry. We'll be more clear in the future.
He never said the generators are free, he only mentioned that "Substance player" is free to download, if i m wrong reply with a time mark where he said those generators are for free dummy head :)
You guys really need to understand that Substance Player and Poliigon generators are not the same thing. Substance Player is free. It's not difficult to understand.
@@hund4440 Procedural? Yes. But I'm not sure if it's possible to model a human character procedurally in Houdini. From what it seems currently at the moment, in my opinion, Houdini procedural modelling tools looks powerful BUT extremely complex, as if it's meant only for hardworking geniuses. :O
This "brick generator" costs 100 credits, wich is aproximetly 8$ for one customizable material(depending on your subscription plan). In comparison a customizable material in substance Source costs only 0.66 $ + you get Substance Painter and Substance Designer. I use both Substance Source(for materials) and Poliigon(for materials and for 3D models), and for now if you need custiomizable materials Substance source is a far better deal. Also Substance source credits don't expire after few months.
While it’s true that Substance Source is vastly cheaper, we’re confident that once you use these, you’ll understand why they’re more expensive. A typical substance source file is usually quite limited in what it can create, with about 5-20 unique materials. Whereas this Modern Brick Generator produces around 800 unique materials. We do love Substance, but their Source library has a different goal than ours.
M Tieleman Hi. Please respect the efforts we’re making to resolve this with you via email. For everyone else reading this, the product he is talking about has been taken offline for over two years, but all students were given an archive of the files to keep. Mr Tieleman seems to be missing some files, but we aren’t sure which ones. We’re resolving it with him via email, and are disappointed he is leaving public comments like this that imply we’ve left him out to dry.
@@blenderguru So your respectable efforts have taken several procedural years? The twenty-three likes on his comment give me the idea that you and "car salesman" here: have done this sort of thing before. Clearly the man is not happy about your "customer care" if he resorted here. Give him a refund or give him what was factually listed.
Sure, wonderful. Great software, great results. But stop promoting it as free. It isn't free, not even close. You need to have a paid subscription to access just one generator, and remain subscribed for at least 4 months in order to have enough credits for the other generators. And that's JUST the generators. Textures are limited based on the credits you spend or your subscription. It's awesome, and worth the price. But really. It isn't free. Don't say it is.
That's one of my biggest issues with Blender Guru. He portrays stuff as "free, just make an account, or just do this, yata yata" when it really isn't like he says it is. Like in his famous donut tutorial Blender series, he says that Poliigon is a great place and all that. But a free subscriber gets access to very few textures and even fewer downloads. I don't mind the download count since I get that he needs to run a business, and has server costs, but last I recall, he doesn't even say/show that you'd need to pay to download anything from the massive library, and there's a few that you don't need to pay for. And even for that "Blender 2.79 hotkey cheatsheet" that he mentioned (and only said "if you want it, just go to the link in the description to get it"), you had to subscribe to his email newsletter to even get the privilege to download it. It's free but through an unnecessary hoop IMO. This software is free to download and open I'm sure, so he can say it's "free". He's a great teacher, and artist, but I don't think he's a great businessman, since he's choosing to lead many many people on, on a way-to-tell-the-truth-that-will-make-people-think-it's-something-that-it's-not. I don't have a problem with his business practices though, as far as I know. But the way he advertises stuff and how it actually is, really just makes me only trust anything he's advertising as something "really easy/simple to get" if he's not in any way affiliated with them. Which I know he's affiliated with Poliigon, so I highly doubted "a lot of people don't know this software is free", so thank you for letting us commenters know.
Apologies. It wasn't our intention to pretend these generators are free, only that *Substance Player* is free. We only included this line because in our researching, we discovered that many users didn't know you could use Substance files for free. So we made sure to spell that out. SP is free and runs any .SBSAR file. Our generators are indeed 100 credits each, but honestly, that's a bargain. The Modern Brick generator is capable of creating at least 500 unique materials, which at a traditional asset cost is 5,000 credits... yet it only costs 100. Once you try it, we're confident you'll see how much of a steal it is.
Relatively new? It the oldest type of texturing! Amiga computers was doing this in early computers graphics softwares when computers had a very limited memory! Decades after, I did a lot of procedural texturing in XSI 15 years Ago! Procedurally and nodal! Exactly same way guys do in substance nowdays! The difference is only the real-time feedback of brute Force processors today. No man, it is not new, even "relatively" ;)
True. We also used procedural textures 15 years ago, but they've only ever been useful for masking, or simple color variations. What's new is that they're finally becoming a viable alternative to photo textures.
@@poliigonofficial Aaaand i would even argue that point, as you *could* get even the old ones to do that. I've seen artists do amazing stuff with the simplest nodes some 10-20 years ago (I am old). But this is becoming very nitpicky now, so i'll stop here and agree that Substance made it much more workable. :D
Procedural textures is a new type of texture? Bro, procedural textures IS THE OLDEST TYPE OF TEXTURES! Back when memory limitations were high, there existed nothing but procedural textures!
You left out the part where he actually said 'relatively new'. Let's see how you do when you have to make bricks without a straw man (lol, little Exodus joke there).
@@NR-rv8rz "relatively new" vs "the oldest" is still worlds apart. I've got a procedural texture book from 1994 in my shelf. In the world of computer graphics that's infinitely far away from "relatively new". Perlin Noise, which has been one of the most important innovations in procedural textures, was invented in 1983. However you turn this and however useful the thing may be for people working with brick textures, the video is spreading a bit of nonsense here.
Procedural texture *noise* & entirely procedural *materials* are also worlds apart! These procedural materials have the ability to change colour, specular, height, transmissions etc etc that is coming a long way from a simple perlin noise...
Bronzekoala I should have said relatively new in popularity :P They’ve been around forever, mostly to assist masking and simple textures, but only recently used for full material creation.
I'm now a dedicated materials artist and just found a job specifically suited to me doing work like this. It definitely is a very valuable skill that we are pushing studio wide. I jumped on the bandwagon when I first played around with substance designer and have not looked back. Amazing software and really, you just need to learn this! Great for also supplementing your sculpting. (generating basically non destructive, infinitely scalable alphas/depth masks/displacement maps for both stylized and photographic content)
@@samduss4193 Also Quixel Mixer is good software and a bit more texture/photobashing based. I haven't used it much recently but it looks really good and probably has a bit less of a learning curve.
Poliigon 2019 (0:28): Procedural textures are a relatively new type of textures. farbrausch 2004: uses procedural textures to build a 96kb ego shooter (kkrieger) or demos like debris. Demo Scene since decades: Uses procedural textures. LMAO
Thanks to people like you are that others and beginners can learn faster and they can understand better ideas and get clear all questions, thank you so much for your tutorials and explanations, you are the best my friend !!!!!!!!
While we've started with Bricks you can expect to see many more of these generators in the future covering a variety of material types. - Bill @ Poliigon
@@poliigondocumentation3584 please do wood, all the basic materials would be amazing. i subbed to poliigon before cause its amazingly cheap for the quality and this would seal the deal for me
Eventually you'll be able to take a photo of any surface, run it through a machine learning based program, and it'll create a procedural version of the material for you. It might be harder to edit, and you won't be able to create unique custom materials with this, but if you have references then it'll be perfect. Still, starting with brick textures is good, I assume this was a test run with the most common materials and in future we're going to be seeing more complex patterns of bricks, old stone walls, interlocking curves, and later other kinds of non-brick surfaces.
Hi, Andrew. This is off topic but I really would love it if you and your team put some focus on making a variety of damaged walls and floors, like peeled wall paint or broken tiles. I noticed that there are barely good ones online and making them by myself is kinda annoying. many people like to use these kinda textures in their horror games or scenes. hopefully you read this.
Creating realistic procedural texture requires some SERIOUS skill and even thou it cant compete with real life photoscan. Future is not in fully procedural textures, but in procedural modification of photoscanned textures. It takes MUCH less skill, takes MUCH less time and result is better. Quixel clearly showed the way, increase in quality and speed is tremendous. And time = money, this is only thing which matters at the end.
dear lord the amount of negative comments is just unbelievable, i honestly don't have a poliigon subscription but i gonna say they truly don't deserve the hate they're getting they really improved over the course of a year and the library is vast now and I'm glad they believed in themselves instead of succumbing to those that were against them not to mention that they provide textures and generators that people actually need so if you don't need it or if you can't (nor willing to) afford it please don't say it's bad or overly expensive because one no one forced you to two it's not essential in your work-flow it only makes it easier and faster (meaning there are dozens of free websites so why complain about the price or whatever when your needs are already sufficed) and three they're working really hard for those textures and this is coming from someone who's been into 3D for enough time and knows that substance designer indeed is a pretty complex program and having to regularly add new textures/models not only takes time but also thought because they need to think of what people would actually need so yeah just stop criticizing and think for once that people need a source of living and freelancing as someone who makes time-consuming tutorials (or at least that's what i think andrew's job was) isn't really the most rewarding income-wise.
I have once bought a library with 100+ Substance Painter files in a cheap deal on cgtextures and they are absolutely worth it! Don't like to work without procedural textures anymore!
the best way to put it into good use is just create a procedural generation maps Libraries and put them into 3d engines, like unreal, unity and cryengine. You will have some amount of place for procedural code, and small materials for generate random procedural big textures =).
Ah, perfect. Just what I needed to get back in the race to complete the group project that's been four months overdue because everyone else melted in the summer heat.
They would be hereos if there materials where free they looks so good. I would love to subscribe for it when I would get unlimited Material not just credits.
@@18Jeykey nott unlimited . Atlease some amount of materials for this amount is better. Like pay all money and wait for a year to get you quata .. is more than a rendering harassment. Render may take day or two. Here for texture which you payed already but you won't get for a year. Do wee have 1000 years to live ?
Then go for something less if your team isn't the size of the business model. If it is and it's still expensive, then you're either cheating yourselves by dropping the price of your services too low or you're not up to par with other firms. I personally find it fairly priced. If it was cheaper, they would be screwing themselves over and if it was more expensive, they would be arrogant. But they're on a nice middle point and if that's too expensive for you, then you're either paying for a version you don't need or you're not making enough money as a business. If it's the latter, you need to locate the problem in your business and fix it. Otherwise you're doomed to get more problems in the future.
While we've started with Bricks you can expect to see many more of these generators in the future covering a variety of material types. - Bill @ Poliigon
I believe that Poliigon is the best platform to get your textures from if you're 3D modelling at some professional level. but I'm just doing 3d stuff as a hobby, so I don't use anything more than the free assets
@@ThomasBreaker Yeah we can use it for more than bricks. The only problem (wich is a logic one) is that there are so many nodes in it that it slows down the computer quite easily if you go a bit too far, and it creates this pink material in eevee meaning that there are too many nodes
Hi andrew, i really love the stuff you do, but it did hurt so much when you said procedural textures are relatively new. I used procedural textures almost 20 years ago already, the only thing new is that there is now a software on the market which makes it easy to use for the masses. Sorry i don't like to be so picky but somehow that triggered me, love you
His "No subscribtion required" was referring to the substance lineup, where the only Thing you can use without paying for it is substance player. You will always need to have credits/subscribtion for poliigon to download any of their products.
@@FoxBoi69 There is always a way of doing things without paying for it but they often require more time and effort to complete. So its either paying for models, textures, etc. or putting in the time needed to safe those dollars. In the 3D industry time is more valuable than money is thats why most things (especially the good ones) are pretty expensive
I did something like this with AI CS5 years ago when I was texturing my space ship like models for a game project that really never took off. It's a nice method and would like to use this again one day.
Nice, but good only for commercial use for clean architectural renders. Otherwise, it looks too artificial. You are always better of with photo/custom texture.
Why use an external software instead of doing everything directly in Blender with the builtin node system? Is there something missing in Blender for this purpose?
Cinema4D uses procedural textures since like.. forever. At least I started to use it on like R8.5, almost 10 years ago. Yes, it was using only Photoshop-like layers stacking system, but you still can easily make any texture you want like that, with few limits of course.
@@magni319 trust me, I use Blender, but it appears most blender users for now are new to 3d or are hobbyists. If you think the procedural texturing system in blender is anything near what Substance offers, you are deluded
Very versa-tiles. :D I wish I would come across procedural textures but for sci-fi ships, ya know back in the day they would take a plastic model car kit and glue the pieces on the surface to look sci-fi. something like vents and grills and round and square bumps and wires and pipes.
Am I missing something? Why not simply put photo of desired bricks into Materialze (completely free and not limited to bricks) and call it a day? I don't understand why it was compared to substance designer in this use case.
And just how do directly use the substance plugin to work when adjusting the variations instantly on the mesh, as seen on 1:29 - 1:33? What are the steps in Maya and 3ds Max?
In game development I believe the future looks more involved. The generator must be able to do this at runtime (without looking up tables like noise maps), and we need shaders for that. Right now it's painstakingly possible. For example in Unity3D using shader graphs... which turns into a mess like 0:45 very quickly. Personally I don't see a way to avoid this unless we incorporate deep learning somehow. Any plans to create generator plugins for game engines? That'd be awesome and truly futuristic!
Hi! Thanks for all your video tutorials, youve helped a lot with my career. Quick question, is there a way to assign a material to an entire collection of objects in 2.8? Thanks!
I know I'm not the audience for this, but as someone who prefers handrawn textures in games, stuff like this is depressing because I know that more and more devs default to realism because they have so many tools to rely on. What are handy shortcuts for pros become crutches for bad artists.
Would it be possible to create something like this for blender as a plug in? Blender is what I use most of the time. I have used substance painter before but it's messy for someone like me who already needs to know a bunch of software's in order to make my indie game.
0:42 Hey that doesnt even look too hard
0:44 forget what i said.
What are you talking about? 🤔 Seems extremely simple and easy to do 😁
“I’ts only nodes ! I love nodes! I use blender!
...
Urhhhh ups...”
@@yanncnl1 k sure
@@yanncnl1 r/iamverrysmart
@@MRPUMKINMAN noo, don't do that.
I don't think I will ever need this, but it looks like a huge time saver for artists!
Dancing...
@@unom9515 Dancing is what to do...
@@cksvideocloudstorage2993 dancing is when I think of you
@@aliakeel dancing
@@ayar3195...what clears my soul
It works on bricks! And only bricks. This is a brick generator.
my thoughts exactly
I’ll bet they’re already working on pavers and cobblestones. It probably won’t even take them another thousand man-hours to do it either.
Your comment sounds like something Cave Johnson would say.
@@DeusExRequiem this is the best comment i have seen in a while
Please don't be angry about this.
RUclips... Why are you recommanding me ads in disguise ?
look its blenderguru. I swear hes gonna make a whole new 3d program just cause he can and wants too.
yep,
Same here... I am not even watching 3D modding or close...
Even when something isn’t an ad, you complain about the recommendation system. This whole recommendation thing is annoying to hear every time.
This is not an ad in disguise. This _is_ an ad. Or did I get you or something else wrong? 🙂
Does not require a subscription to use*
*You just need a subscription or credits to buy the actual generators to use in our free software so you can actually generate textures.
Apologies for the confusion. It wasn't our intention to pretend these generators are free, only that *Substance Player* is free. Our generators do indeed cost credits.
Sorry. We'll be more clear in the future.
He never said the generators are free, he only mentioned that "Substance player" is free to download, if i m wrong reply with a time mark where he said those generators are for free dummy head :)
You guys really need to understand that Substance Player and Poliigon generators are not the same thing. Substance Player is free. It's not difficult to understand.
Alternatively, you can use python, which IS free and learn how to roll your own procedural textures. Some experimentation will be required.
ah damn, poorly aged: adobe has taken over, and they're taxing the once free program
So basically it's like the Create-A-Style tool from The Sims 3 but on steroids.
But only for bricks.
The Bricks
(The dot of the would be a brick)
@@adronius147 the ones for fabric and wood are out too
It's even harder to imagine the day when modelling could be done in a user friendly manner, procedurally with more efficiency.
Its called houdini
@@hund4440 Procedural? Yes. But I'm not sure if it's possible to model a human character procedurally in Houdini. From what it seems currently at the moment, in my opinion, Houdini procedural modelling tools looks powerful BUT extremely complex, as if it's meant only for hardworking geniuses. :O
@@MultiMirs for nerds
As someone who loves 3d modeling but dreads texturing, this looks really attractive
procedurally there are things like Makehuman and other small programs doing that.
This "brick generator" costs 100 credits, wich is aproximetly 8$ for one customizable material(depending on your subscription plan). In comparison a customizable material in substance Source costs only 0.66 $ + you get Substance Painter and Substance Designer. I use both Substance Source(for materials) and Poliigon(for materials and for 3D models), and for now if you need custiomizable materials Substance source is a far better deal. Also Substance source credits don't expire after few months.
I completely agree with you, 100 credits a bit much for them.
While it’s true that Substance Source is vastly cheaper, we’re confident that once you use these, you’ll understand why they’re more expensive.
A typical substance source file is usually quite limited in what it can create, with about 5-20 unique materials.
Whereas this Modern Brick Generator produces around 800 unique materials.
We do love Substance, but their Source library has a different goal than ours.
@@poliigonofficial At this price this is a scam.
M Tieleman Hi. Please respect the efforts we’re making to resolve this with you via email.
For everyone else reading this, the product he is talking about has been taken offline for over two years, but all students were given an archive of the files to keep.
Mr Tieleman seems to be missing some files, but we aren’t sure which ones. We’re resolving it with him via email, and are disappointed he is leaving public comments like this that imply we’ve left him out to dry.
@@blenderguru So your respectable efforts have taken several procedural years?
The twenty-three likes on his comment give me the idea that you and "car salesman" here: have done this sort of thing before. Clearly the man is not happy about your "customer care" if he resorted here. Give him a refund or give him what was factually listed.
Damn you guys are good.
Subscribed...
You have the coolest channel man!
Thanks, and you too man! Love your lazy tutorial series :)
As are you.
@@poliigonofficial yo
Sure, wonderful. Great software, great results. But stop promoting it as free. It isn't free, not even close. You need to have a paid subscription to access just one generator, and remain subscribed for at least 4 months in order to have enough credits for the other generators. And that's JUST the generators. Textures are limited based on the credits you spend or your subscription.
It's awesome, and worth the price. But really. It isn't free. Don't say it is.
That's one of my biggest issues with Blender Guru. He portrays stuff as "free, just make an account, or just do this, yata yata" when it really isn't like he says it is. Like in his famous donut tutorial Blender series, he says that Poliigon is a great place and all that. But a free subscriber gets access to very few textures and even fewer downloads. I don't mind the download count since I get that he needs to run a business, and has server costs, but last I recall, he doesn't even say/show that you'd need to pay to download anything from the massive library, and there's a few that you don't need to pay for.
And even for that "Blender 2.79 hotkey cheatsheet" that he mentioned (and only said "if you want it, just go to the link in the description to get it"), you had to subscribe to his email newsletter to even get the privilege to download it. It's free but through an unnecessary hoop IMO.
This software is free to download and open I'm sure, so he can say it's "free". He's a great teacher, and artist, but I don't think he's a great businessman, since he's choosing to lead many many people on, on a way-to-tell-the-truth-that-will-make-people-think-it's-something-that-it's-not.
I don't have a problem with his business practices though, as far as I know. But the way he advertises stuff and how it actually is, really just makes me only trust anything he's advertising as something "really easy/simple to get" if he's not in any way affiliated with them. Which I know he's affiliated with Poliigon, so I highly doubted "a lot of people don't know this software is free", so thank you for letting us commenters know.
lmao, why blender users are obsessed with free?, I agree though.
@@DanielGarcia-ys7kj Well, because Blender is free?
@@DanielGarcia-ys7kj because for a lot of people who use free software, they don't have a lot of money to spend in the first place.
Apologies. It wasn't our intention to pretend these generators are free, only that *Substance Player* is free. We only included this line because in our researching, we discovered that many users didn't know you could use Substance files for free. So we made sure to spell that out. SP is free and runs any .SBSAR file.
Our generators are indeed 100 credits each, but honestly, that's a bargain. The Modern Brick generator is capable of creating at least 500 unique materials, which at a traditional asset cost is 5,000 credits... yet it only costs 100. Once you try it, we're confident you'll see how much of a steal it is.
Relatively new? It the oldest type of texturing! Amiga computers was doing this in early computers graphics softwares when computers had a very limited memory! Decades after, I did a lot of procedural texturing in XSI 15 years Ago! Procedurally and nodal! Exactly same way guys do in substance nowdays! The difference is only the real-time feedback of brute Force processors today.
No man, it is not new, even "relatively" ;)
Even older: Perlin Noise, one of the first algorithms used for texture creation, was created in 1983.
True. We also used procedural textures 15 years ago, but they've only ever been useful for masking, or simple color variations. What's new is that they're finally becoming a viable alternative to photo textures.
@@poliigonofficial Aaaand i would even argue that point, as you *could* get even the old ones to do that. I've seen artists do amazing stuff with the simplest nodes some 10-20 years ago (I am old). But this is becoming very nitpicky now, so i'll stop here and agree that Substance made it much more workable. :D
Procedural textures is a new type of texture? Bro, procedural textures IS THE OLDEST TYPE OF TEXTURES! Back when memory limitations were high, there existed nothing but procedural textures!
this is the most accurate comment of this video !
You left out the part where he actually said 'relatively new'.
Let's see how you do when you have to make bricks without a straw man (lol, little Exodus joke there).
@@NR-rv8rz "relatively new" vs "the oldest" is still worlds apart. I've got a procedural texture book from 1994 in my shelf. In the world of computer graphics that's infinitely far away from "relatively new". Perlin Noise, which has been one of the most important innovations in procedural textures, was invented in 1983. However you turn this and however useful the thing may be for people working with brick textures, the video is spreading a bit of nonsense here.
@@MrKohlenstoff Fair enough :)
Procedural texture *noise* & entirely procedural *materials* are also worlds apart! These procedural materials have the ability to change colour, specular, height, transmissions etc etc that is coming a long way from a simple perlin noise...
Why did I just watch an ad about creating textures for bricks?
0:05 Can´t find a matching brick texture. Chooses the one under the matching brick texture..... :D
I saw that one too lmao
My brain can’t handle this stuff
I can’t even make a minecraft texture pack
@@LeeTwentyThree it was a joke
@@LeeTwentyThree bruh
lmao this lee23 guy deleted what he said
DJ L3G3ND what he said
@@TracksJason ?
Relatively new? Dude Perlin Noise was introduced in 1982 :D
Great stuff though keep it up.
Bronzekoala I should have said relatively new in popularity :P
They’ve been around forever, mostly to assist masking and simple textures, but only recently used for full material creation.
Yeah I was gonna say, we had this stuff in 3ds Max when I was learning it in school back in 1998
Bronzekoala well, it’s relatively new on the scale of the universe.
@@emberd-l795 True :D My bad, I thought we were using the history of computergraphics as reference system.
@@poliigonofficial exactly! full procedural materials is a long way from simple procedural noise!
This is new tech.
I've always been grateful to actually have learned the ins and outs of SD nodes.
I'm now a dedicated materials artist and just found a job specifically suited to me doing work like this. It definitely is a very valuable skill that we are pushing studio wide. I jumped on the bandwagon when I first played around with substance designer and have not looked back. Amazing software and really, you just need to learn this! Great for also supplementing your sculpting. (generating basically non destructive, infinitely scalable alphas/depth masks/displacement maps for both stylized and photographic content)
What would be your reference classes to learn procedural texturing ...
@@samduss4193 Also Quixel Mixer is good software and a bit more texture/photobashing based. I haven't used it much recently but it looks really good and probably has a bit less of a learning curve.
I will take my chances thank you very much, what you are offering us is a way for you to always be the ones with the upper hand.
Poliigon 2019 (0:28): Procedural textures are a relatively new type of textures.
farbrausch 2004: uses procedural textures to build a 96kb ego shooter (kkrieger) or demos like debris.
Demo Scene since decades: Uses procedural textures.
LMAO
Damn, I haven't heard of kkrieger in a long ass time, that thing is really small.
Thanks to people like you are that others and beginners can learn faster and they can understand better ideas and get clear all questions, thank you so much for your tutorials and explanations, you are the best my friend !!!!!!!!
Is it only me but I thought it said "The Future of Texting is Procedural"
I saw the first few seconds of the vid and saw the text so I thought it would be about texting
Always coming out with new stuff, that's why I love you Andrew Price
I literally just frankensteined some bricks yesterday. This is so good. Please release a timber floor generator asap!
Darn. Guess its not like quixel mixer where all textures can be done.
would this kind of method be applicable to other types of texture, for instance, marble and wood?
Probably yes, if they create a generator for it.
No, its just bricks.
While we've started with Bricks you can expect to see many more of these generators in the future covering a variety of material types.
- Bill @ Poliigon
@@poliigondocumentation3584 thanks
@@poliigondocumentation3584 please do wood, all the basic materials would be amazing. i subbed to poliigon before cause its amazingly cheap for the quality and this would seal the deal for me
Eventually you'll be able to take a photo of any surface, run it through a machine learning based program, and it'll create a procedural version of the material for you. It might be harder to edit, and you won't be able to create unique custom materials with this, but if you have references then it'll be perfect.
Still, starting with brick textures is good, I assume this was a test run with the most common materials and in future we're going to be seeing more complex patterns of bricks, old stone walls, interlocking curves, and later other kinds of non-brick surfaces.
That's an amazing idea. I can't wait until someone makes software like that.
Hey guys, it happened!
The recommendation at it's finesse, thanks youtube, thanks poliigon
This video is phenomenally informative, I felt like I should have paid to watch this video.
Not sure why this was in my recommended but it was satisfying to watch
Hi, Andrew.
This is off topic but I really would love it if you and your team put some focus on making a variety of damaged walls and floors, like peeled wall paint or broken tiles. I noticed that there are barely good ones online and making them by myself is kinda annoying.
many people like to use these kinda textures in their horror games or scenes.
hopefully you read this.
Creating realistic procedural texture requires some SERIOUS skill and even thou it cant compete with real life photoscan. Future is not in fully procedural textures, but in procedural modification of photoscanned textures. It takes MUCH less skill, takes MUCH less time and result is better. Quixel clearly showed the way, increase in quality and speed is tremendous. And time = money, this is only thing which matters at the end.
Thanks! I have been looking easy way to modify my brickwall textures.
Anyone else making their procedual textures inside blender?
Here
me
how does one do that?
@@mariuszdrabik7119 Oh god... i was looking for gold, and i found diamond right in the comments!1!1
@@elpechero4567 Your welcome!
I can't find where to download
dear lord the amount of negative comments is just unbelievable, i honestly don't have a poliigon subscription but i gonna say they truly don't deserve the hate they're getting they really improved over the course of a year and the library is vast now and I'm glad they believed in themselves instead of succumbing to those that were against them not to mention that they provide textures and generators that people actually need so if you don't need it or if you can't (nor willing to) afford it please don't say it's bad or overly expensive because one no one forced you to two it's not essential in your work-flow it only makes it easier and faster (meaning there are dozens of free websites so why complain about the price or whatever when your needs are already sufficed) and three they're working really hard for those textures and this is coming from someone who's been into 3D for enough time and knows that substance designer indeed is a pretty complex program and having to regularly add new textures/models not only takes time but also thought because they need to think of what people would actually need so yeah just stop criticizing and think for once that people need a source of living and freelancing as someone who makes time-consuming tutorials (or at least that's what i think andrew's job was) isn't really the most rewarding income-wise.
Interesting. I will have to come back to this when I get in front of my home computer.
I have once bought a library with 100+ Substance Painter files in a cheap deal on cgtextures and they are absolutely worth it! Don't like to work without procedural textures anymore!
the best way to put it into good use is just create a procedural generation maps Libraries and put them into 3d engines, like unreal, unity and cryengine.
You will have some amount of place for procedural code, and small materials for generate random procedural big textures =).
this 3 minute video gave me 20 minutes of information. well did
This has great potential. Holy crap.
Im watching NFL videos and suddenly this recommended video (ad) ? why youtube, why?
Ah, perfect. Just what I needed to get back in the race to complete the group project that's been four months overdue because everyone else melted in the summer heat.
But you charge very high.
Business model is very expensive.
They would be hereos if there materials where free they looks so good. I would love to subscribe for it when I would get unlimited Material not just credits.
@@18Jeykey nott unlimited .
Atlease some amount of materials for this amount is better.
Like pay all money and wait for a year to get you quata .. is more than a rendering harassment.
Render may take day or two.
Here for texture which you payed already but you won't get for a year.
Do wee have 1000 years to live ?
Then go for something less if your team isn't the size of the business model. If it is and it's still expensive, then you're either cheating yourselves by dropping the price of your services too low or you're not up to par with other firms. I personally find it fairly priced. If it was cheaper, they would be screwing themselves over and if it was more expensive, they would be arrogant. But they're on a nice middle point and if that's too expensive for you, then you're either paying for a version you don't need or you're not making enough money as a business. If it's the latter, you need to locate the problem in your business and fix it. Otherwise you're doomed to get more problems in the future.
@@Arterexius Why do you guys get so mad about this topic? It's like a cult.
@@brightgarinson3099 I'm warning you. You don't want to know what happens to the non-believers.
Awesome! Will you expand this to include other materials/textures too? Like concrete, wooden planks, dirt, grass, fabrics etc?
While we've started with Bricks you can expect to see many more of these generators in the future covering a variety of material types.
- Bill @ Poliigon
Thank you guys so much!
I think you're right. There's only so much people can do by hand
You know what we need for models in Poliigon? *Plants.*
We need this for wooden floors and timber cladding!! Please!
Tbh the present of texturing is procedural. All major studios with few exceptions do texturing this way.
Great work, guys!
Thanks for providing these tools!
I believe that Poliigon is the best platform to get your textures from if you're 3D modelling at some professional level.
but I'm just doing 3d stuff as a hobby, so I don't use anything more than the free assets
I have no idea why this was recommended to me but now I have a sudden urge to model some houses
It's good to know that someone is making game development easer for developers so we can have better games.
Thanks for sharing. A good job and useful for someone like me.
You also have a brick generator in blender called br'cks I think
😊 👍
It's actually quite useful, even for wood planks materials lol.
No. It's called bhrcks
@@ThomasBreaker Yeah we can use it for more than bricks. The only problem (wich is a logic one) is that there are so many nodes in it that it slows down the computer quite easily if you go a bit too far, and it creates this pink material in eevee meaning that there are too many nodes
Wow. Hats off to Andrew price.
Hi andrew, i really love the stuff you do, but it did hurt so much when you said procedural textures are relatively new.
I used procedural textures almost 20 years ago already, the only thing new is that there is now a software on the market which makes it easy to use for the masses.
Sorry i don't like to be so picky but somehow that triggered me, love you
how do i get credits on poliigon? you said there is no need to subscribe but i thought poliigon is subcription based
I noticed this as well, you can buy credits separately in the pricing section I think, just look around the page, should be there
He said it doesnt require a substance designer subscription
His "No subscribtion required" was referring to the substance lineup, where the only Thing you can use without paying for it is substance player. You will always need to have credits/subscribtion for poliigon to download any of their products.
@@pepperino420 this sucks. blender is a free open source program but i feel like i can't do anything without paying hundrets of dollars
@@FoxBoi69 There is always a way of doing things without paying for it but they often require more time and effort to complete. So its either paying for models, textures, etc. or putting in the time needed to safe those dollars. In the 3D industry time is more valuable than money is thats why most things (especially the good ones) are pretty expensive
What a great new product, nice Workshop you guys.
This should be called "The Present of Texturing is Procedural"
I did something like this with AI CS5 years ago when I was texturing my space ship like models for a game project that really never took off. It's a nice method and would like to use this again one day.
Nice, but good only for commercial use for clean architectural renders. Otherwise, it looks too artificial. You are always better of with photo/custom texture.
Why use an external software instead of doing everything directly in Blender with the builtin node system? Is there something missing in Blender for this purpose?
i remember doing similar things in povray, hard to get right, but makes sweet results.
What’s the name of the music? (The first thing that plays)
It is really awesome ! The line between computers models and real life object disappear further
Teacher: this exercise is quite simple 0:42
You at home: 0:44
Me encanto !! lo descargo ya mismo.
This isn't exactly new. This has existed in the game development environment for a while.
They said that in the video.
Why is RUclips recommending me advertisements?
Cinema4D uses procedural textures since like.. forever. At least I started to use it on like R8.5, almost 10 years ago. Yes, it was using only Photoshop-like layers stacking system, but you still can easily make any texture you want like that, with few limits of course.
QUIXEL WANTS TO KNOW YOUR LOCATION! No but seriously Poliigon is just Quixel rn.
What about Sandstone bricks etc. Are there many types of different colors available as a foundation?
Wait, wait, wait.... you betrayed Blender? We can do that stuff too!
The beauty is: you can do all this in Blender already.
@@ThiloAdamitz
That's news to me! How?!
Blender users are deluded
@@nginroom8108 While non-Blender users are uninformed.
@@magni319 trust me, I use Blender, but it appears most blender users for now are new to 3d or are hobbyists. If you think the procedural texturing system in blender is anything near what Substance offers, you are deluded
I was so confused, I thought this was a Polygon video.
I'm pleasantly surprised
the guru spoke to us mortals. let's praise his preaching ;)
Very versa-tiles. :D
I wish I would come across procedural textures but for sci-fi ships, ya know back in the day they would take a plastic model car kit and glue the pieces on the surface to look sci-fi. something like vents and grills and round and square bumps and wires and pipes.
I liked COREL Texture when that existed. But I might make use of this.
But what about GRASS?
Ok but I just really love the brick balls
The bricks to the top left of the one you clicked on actually looked like those bricks on the picture, look a bit more
Okay, now make a tutorial on how to do that with Blender texture nodes! :-)
That's absolutely excellent!
Subbed 😁
Am I missing something? Why not simply put photo of desired bricks into Materialze (completely free and not limited to bricks) and call it a day?
I don't understand why it was compared to substance designer in this use case.
What happened to the other channel?? I was all the way through 8 of donut😬. Please say you’re moving it or something or it’s temporary?
Wait is this only for brick textures?
And just how do directly use the substance plugin to work when adjusting the variations instantly on the mesh, as seen on 1:29 - 1:33? What are the steps in Maya and 3ds Max?
Your site is under maintenance?
Can't seem to find substance player?
In game development I believe the future looks more involved.
The generator must be able to do this at runtime (without looking up tables like noise maps), and we need shaders for that.
Right now it's painstakingly possible. For example in Unity3D using shader graphs... which turns into a mess like 0:45 very quickly. Personally I don't see a way to avoid this unless we incorporate deep learning somehow.
Any plans to create generator plugins for game engines? That'd be awesome and truly futuristic!
Hi! Thanks for all your video tutorials, youve helped a lot with my career.
Quick question, is there a way to assign a material to an entire collection of objects in 2.8?
Thanks!
Any chance you'll branch out into stone/castle etc. for concept artists?
Are we going to get procedural fabric textures?
Is it compatible with archicad and artlantis? I'd love to see this thing but with planks.
Kinda useful for an environment or a hard surface asset. I wouldn't go too far to say the future of texturing is procedural.
The current of texturing is procedural. All major studios use it.
I know I'm not the audience for this, but as someone who prefers handrawn textures in games, stuff like this is depressing because I know that more and more devs default to realism because they have so many tools to rely on. What are handy shortcuts for pros become crutches for bad artists.
no subscription the most badass thing you can say in this economy
One question is this just for bricks or are there other options like weapons and stuff.
Would it be possible to create something like this for blender as a plug in? Blender is what I use most of the time. I have used substance painter before but it's messy for someone like me who already needs to know a bunch of software's in order to make my indie game.
Legends. Thankyou!