Substance Designer 2017.2: Using the Flood Fill Nodes | Adobe Substance 3D

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  • Опубликовано: 21 дек 2024

Комментарии • 62

  • @pioniercg
    @pioniercg 7 лет назад +5

    I spent almost a two weeks trying to do something like this on my own to get a better rock shapes and now you added this, just like that! ;) och well, love that feature and all the rest from 2017.2, fantastic update, thanks :)

    • @Substance3D
      @Substance3D  7 лет назад

      Thanks! So glad you like the Flood Fill

  • @DessertMonkey
    @DessertMonkey 7 лет назад +10

    *gasps indefinitely*
    Not even 30 seconds in and I immediately want to use it. This is the best thing.

    • @Substance3D
      @Substance3D  7 лет назад +1

      Awesome! So glad you like the feature.

  • @DanAbsalonson
    @DanAbsalonson 6 лет назад +4

    This is so awesome! I've been using something similar that someone else made they called a "pixel processor" but I couldn't make it on my own from scratch if I tried. This is easy to make and has even more flexibility! Great for bricks, stone, tiles, hardwood, all kinds of textures. Thanks! Glad I updated!

    • @Substance3D
      @Substance3D  6 лет назад +3

      Awesome! Let us know if you have any questions on how the node works

  • @rogeliojr.patungan935
    @rogeliojr.patungan935 7 лет назад +5

    Allegorithmic's Designer and Painter gets even better and better every update.

    • @Substance3D
      @Substance3D  7 лет назад +1

      Thanks! That is definitely our goal. Always striving to improve and grow the toolset.

  • @TOPP3R1993
    @TOPP3R1993 7 лет назад

    Omg this is one of the most important node you ever made i guess. No more fiddeling around for binary shapes to get randomised! Awesome!

    • @Substance3D
      @Substance3D  7 лет назад

      Yeah, totally agree. This is a great addition to Designer

  • @oliveramory1378
    @oliveramory1378 4 месяца назад

    Extremely effective tutorial! Super clear instructions!

  • @kenziemac130
    @kenziemac130 7 лет назад +36

    This... Opens up... Soo many possibilities. No more fooling with the cumbersome multiple tile generators hack.

    • @kenziemac130
      @kenziemac130 7 лет назад +1

      Well it clearly has it's limitations but still it's a very useful tool.

    • @Substance3D
      @Substance3D  7 лет назад +4

      Yeah! I was using multiple generators as well .

  • @Rossco007
    @Rossco007 7 лет назад

    The timing of this couldn't have been better. I was just trying to work out how to do this a few days ago and had all but given up! A quick 30 second test and it works perfect!

    • @Substance3D
      @Substance3D  7 лет назад

      Awesome! Yeah I wanted something like this for such a long time. The Allegorithmic devs are wizards!

  • @AlecChalmers
    @AlecChalmers 7 лет назад

    Another great update from Allegorithmic. I'm sure this addition will prove invaluable and save a lot of time (money)

    • @Substance3D
      @Substance3D  7 лет назад

      Thanks! We keep a fast pace with development

  • @thematrix594
    @thematrix594 7 лет назад +8

    Allegorithmic the best company in world of procedural texturing

    • @Substance3D
      @Substance3D  7 лет назад +2

      Thanks very much! We try our best : )

  • @Art_of_Syn
    @Art_of_Syn 7 лет назад +1

    Holy crap! GG as always Allegorithmic

  • @febelin8908
    @febelin8908 6 лет назад +4

    So cool! Thanks a lot!!

  • @massimobaita7178
    @massimobaita7178 7 лет назад +2

    Thank You very much, Wes.

    • @Substance3D
      @Substance3D  7 лет назад +1

      Thanks! Glad you liked the videos : )

  • @workflowinmind
    @workflowinmind 7 лет назад +2

    Incredible! Thanks a lot

  • @pengyuzhang1179
    @pengyuzhang1179 6 дней назад

    very concise

  • @max_nadolny
    @max_nadolny 4 года назад

    Hi. Nice video about Flood fill nodes. Is it possible to download somewhere this stone_floor.sbs . I recreated this large rock surface but it's interesting how you created and placed small rocks in the gaps between large rocks. Thanks.

  • @ShaufelDog
    @ShaufelDog 7 лет назад +6

    Ohgod, yes. Yeees!

    • @Substance3D
      @Substance3D  7 лет назад +1

      Yes! It's a great node. I've wanted something like this for a long time.

  • @Tompio
    @Tompio 2 года назад

    I'm just curious, what is the mysterious data contained in flood fill that may be used for so many different things? What does RGB stand for in flood fill itself?

    • @Substance3D
      @Substance3D  2 года назад

      It's a cell ID number + per cell UV-coordinates packed together.

  • @cboweagle4620
    @cboweagle4620 4 года назад

    Dear substance! I cant find my flood fill node.

  • @JohnVanderbeck
    @JohnVanderbeck 7 лет назад

    I'm trying to get a look similar to where you started with your mask. Would you be able to share how you made that? As usual I can't really make out the node names in the video.

    • @Substance3D
      @Substance3D  7 лет назад +1

      You can see the nodes in this image. www.dropbox.com/s/b9s4kk3b98trdhb/stone_mask.png?dl=0
      I will also upload the full material when it's completed on Substance Share

  • @Unreality3D
    @Unreality3D 7 лет назад +8

    I'm going to feel like I'm cheating when I use this, but I love it anyway!

    • @Substance3D
      @Substance3D  7 лет назад +3

      Awesome! It really improves workflow

  • @DutchDread
    @DutchDread 6 лет назад

    I am assuming flood fill is new since I am unable to find it in my substance designer 5.6.2
    If so, will there ever be some way to upgrade without buying an entirely separate and new program? I bought substance around 2/3 years ago when I thought I was going to need it for school, turned out I really didn't. I didn't use it for a year, and then I did need it, saw there was a new version. Assumed there would be some way for previous buyers to upgrade at a reduced price, and found out there was an action like that for about a week.
    I applaud Allegorithmic for allowing you to upgrade more cheaply, but this time restraint turns a reward for returning customers into a penalty for people who happened to not be paying attention that month.

    • @Substance3D
      @Substance3D  6 лет назад

      Floodfill is a pretty new node. It was released in the 2018 versions of Designer.

  • @manojsaini1986
    @manojsaini1986 6 лет назад

    Where i can find the full tutorial for rock material you showed in here?

    • @Substance3D
      @Substance3D  6 лет назад

      I don't have a tutorial on this yet. The idea is to make this into a new beginner course.

  • @josefbsharah
    @josefbsharah 7 лет назад +2

    amazing!

  • @Advection357
    @Advection357 7 лет назад

    Nice operator..
    I was wondering why designer didn't have an "instancing" system... being procedural and all... this node brings it a bit closer.
    Instancing workflows can be very efficient... create one object/shape & multi-copy it on a secondary support object while adding some variation to each copy... similar to Houdini's system

    • @Substance3D
      @Substance3D  7 лет назад +2

      You can sort of accomplish this with the Python API in Designer. Using the API you can make copies and loops of nodes. However, it's not an instance. I will ask the devs about instancing workflows

  • @chrismyatt8339
    @chrismyatt8339 5 лет назад

    Hi, you mentioned in this video that flood fill can only be used with engines that use GPU. Is this the case for offline renderers such as corona? As it's cpu based only. I'm just wondering as i've used this flood fill node for the first time on a brick to give colour variation, but in c4d using corona it comes out a lighter shade, just wondering if this is to do with it being a cpu renderer?

    • @Substance3D
      @Substance3D  5 лет назад

      I believe this is no longer a limitation with our new CPU engine. We've updated the CPU engine to support 4K and other nodes. When I say GPU in the video, I am referring to our Substance engine. We have GPU and CPU variants. Previously we needed the GPU substance engine to compute flood fill. This will have no impact on Corona as a CPU renderer.

  • @LowLifeGraphicsProgrammer
    @LowLifeGraphicsProgrammer 7 лет назад

    Flood fill node is really interesting...... Did you guys invented that algorithm? or it's already been published? the parameter 0.499992 inside the pixel processor in flood fill node is still a mystery to me......

    • @Substance3D
      @Substance3D  7 лет назад

      I'm sorry, I'm not really sure. I can ask the devs.

    • @LowLifeGraphicsProgrammer
      @LowLifeGraphicsProgrammer 7 лет назад

      Thanks! I'm really attracted to these pixel processors... so powerful

  • @JohnVanderbeck
    @JohnVanderbeck 7 лет назад

    Is Unity going to get the ability to use the GPU in the future?

    • @Substance3D
      @Substance3D  7 лет назад +1

      I am not sure in this case. I would assume so as UE4 allows this, but we don't have any insight into if Unity is planning GPU support for plugins.

  • @Moctop
    @Moctop 7 лет назад +1

    I'd love a Multi-Blend node where you just plug in multiple inputs and set a blend mode to combine all of them, instead of doing this step by step by step process.

    • @Substance3D
      @Substance3D  7 лет назад +2

      Yes, good idea.

    • @speltospel
      @speltospel 5 лет назад

      @@Substance3D like Corona Layered Mtl vs 3ds max blend

  • @МихаилБадаев-э5ф
    @МихаилБадаев-э5ф 5 лет назад

    Wow!!!

  • @DoomTobi
    @DoomTobi 7 лет назад

    Very cool! But I don't like the decision to make it only run on GPU engine. The power of Substance Designer was that you create it and use it everythere. No it might not only split the user base, it also makes probably the best new substances unusable for some programs like Unity. I know it would perform quite bad on CPU and that there is probably some limitation in Unity that makes Substance run on CPU. But I still think that this decision was a bad one, because you need to take care now that your Substances run on CPU, if you want to possibly use them everythere.

    • @Substance3D
      @Substance3D  7 лет назад +1

      Thanks very much for you input. This wasn't a decision we actively made. The CPU engine can't produce the effect. I will check with the team to see if this is something we can do in the CPU with a future update to the CPU engine.

  • @mattgrimaldi13
    @mattgrimaldi13 7 лет назад

    Nodes!

  • @cakeehUwU
    @cakeehUwU 5 лет назад

    flood fill
    flood fill

  • @Okaricraft
    @Okaricraft 5 лет назад

    You really do this tutorial a disservice by not explaining how to make that first mask in the beginning, or providing a link to another tutorial that does.