If you dont have the rock generator you can use a shape node, tile to 3, warp them using a perlin noise as gradient input, use a levels node to change gamma, then crop grayscale (press on area) to select the stones on your own. Use 3 you like and connect them into the Tile Sampler. 4:15
I followed up till 0:59 in slow motion. What was innitialy in the graph that you hooked the "slope blur grayscale" to? I also see you have much more stuff on the right side that I cannot see.
Excuse me, I find that when I follow along my normal map has some weird line-distortion when I pump up the normal intensity to 32. Even when I export and use the texture the texture in Unreal Engine has the lines in it if I use normal map or height (or ambient occlusion). It seems to be coming from my blend node fine but once it touches the normal and AO it gets slaughtered with distortion. I changed to 16bit from 8 bit which helped a lot but it still has some weird line artifacts in the rock crevices. Any help would be appreciated!
Hello! The tutorial is really good. I was able to follow everything perfectly and smoothly until the moment you drag a map connected to the AO into the 3D viewport, but I don't know what type of map it is, because it is not appreciated, I don't know if it is an Ambien Occlusion (HBAO) or another map. Until then my material looks very good, but without any relief. What recommendation could you give me? Thank you. Cheers
yeah same here soon as Kalyson adds the blend file to a already created PBR set i lose it. when I create PBR set it has only a entry for normal map. the rest do not have a input which make me have to look at another video and not rate this one. By the way Kalyson this is on 25% speed and 42 monitor and cant read half the stuff you are so speedily dragging and adjusting.
Same here. I also can't find the trick how to drag texture from module into 3d viewport. When I drag it simply drags the module itself. Tried with ctrl, alt, shift, combinations of them without success.
I dont understand why everyone thinks this to be a great tutorial....im watching it and you literally backtrack through the entire process. this is terrible
Not to mention you can hardly see the nodes names. The video is great for showing what you can do quickly with Designer, but I wouldn't call it a tutorial.
im following this right now, i really like what you have going on in this material, im a little confused tho at 1:48 when you have the levels node plug in between the bevel and the flood fill, the flood node turns all blue and purple and the the flood fill grayscale turns into a checker pattern that distorts the crumble effect, not sure why its doing this any thoughts?
that's happens because your levels dont have the exacly black lines deviding the block, as you can see in 1:45 when i'm setting up the levels, if i increase the white too much the dark lines desapears (turns grey or complete white), so, in flood fill they use the positives and negatives values to make that "checker", so you need the lines strong to make that division.(idk if i was very cleary, but if not, don't worry to ask me again)
Congrats for the result, I like this shader, I'm new to substance designer, do you think is it possible to make a material where stones at the bottom are bigger than the ones at the top and gradually scale in between?
Awesome material! Quick question though, I am trying to recreate the material and it seems that there is no height value on my plane? Is there a node you added that creates a height value?
Karuna B You have to turn on tessellation in your viewport. So in the 3d cube window on the materials tab, click through until you find something like PhysicalMetallicRoughness and there you'll find Tessellation. (Cant perfectly remember the path) Activate it and adjust the scale. Now your height input drives the depth of the cube... Remember that if you use that material somewhere outside of SD, it'll require the program to know tesselation or alternatives to be able to work with the heightmap...
Wow amazing stuff ! to quickly for me ;) but i get closer i think. I have only one question : what is the SM_rock_gen ? Is it a personnal sbs you have made ? thx :)
Graph is very much a bowl of spaghetti and speed is too high, but otherwise the video is pretty great. Word to the wise, if you want people to actually see what you're doing properly, slow down a bit, it's not a race, people usually watch these things because they enjoy seeing the breakdown of the process, not speeding through it. Otherwise, great content.
These types of videos would actually be useful if they weren't so darn fast and would actually have the voice of the designer talking and explaining what he is doing! Otherwise they are totally useless!
I slowed this down maximum and paused a million times
Yes and the frame blending doesn't make it easier 😆
If you dont have the rock generator you can use a shape node, tile to 3, warp them using a perlin noise as gradient input, use a levels node to change gamma, then crop grayscale (press on area) to select the stones on your own. Use 3 you like and connect them into the Tile Sampler. 4:15
Do you think the rock generator node can be find in substance source?
I mean something like this
Bro, thanks so much
Thanks
I followed up till 0:59 in slow motion. What was innitialy in the graph that you hooked the "slope blur grayscale" to? I also see you have much more stuff on the right side that I cannot see.
Damn this is insane. Great job I'll try to replicate it tomorrow when I get home.
Thanks :D
Never thought to utilize the alpha channel in gradient map! Nice tip
0:01 this is rendered in marmoset toolbag?
I didn't know what the flip a distance node was till' today, nice tutorial.
this is magic
Excuse me, I find that when I follow along my normal map has some weird line-distortion when I pump up the normal intensity to 32. Even when I export and use the texture the texture in Unreal Engine has the lines in it if I use normal map or height (or ambient occlusion). It seems to be coming from my blend node fine but once it touches the normal and AO it gets slaughtered with distortion. I changed to 16bit from 8 bit which helped a lot but it still has some weird line artifacts in the rock crevices.
Any help would be appreciated!
You channel is amazing :o ty juat getting into substanxe ;this helps so much
Hello! The tutorial is really good. I was able to follow everything perfectly and smoothly until the moment you drag a map connected to the AO into the 3D viewport, but I don't know what type of map it is, because it is not appreciated, I don't know if it is an Ambien Occlusion (HBAO) or another map. Until then my material looks very good, but without any relief.
What recommendation could you give me?
Thank you.
Cheers
yeah same here soon as Kalyson adds the blend file to a already created PBR set i lose it. when I create PBR set it has only a entry for normal map. the rest do not have a input which make me have to look at another video and not rate this one. By the way Kalyson this is on 25% speed and 42 monitor and cant read half the stuff you are so speedily dragging and adjusting.
Same here. I also can't find the trick how to drag texture from module into 3d viewport.
When I drag it simply drags the module itself. Tried with ctrl, alt, shift, combinations of them without success.
same here. guy obviously wants you to pay for the file. Otherwise he'd just post it at normal speed. Annoying.
@@moonasha If it helps, it's HBAO, and to drag it to viewport like that you have to hold right mouse button.
I dont understand why everyone thinks this to be a great tutorial....im watching it and you literally backtrack through the entire process. this is terrible
Not to mention you can hardly see the nodes names. The video is great for showing what you can do quickly with Designer, but I wouldn't call it a tutorial.
im following this right now, i really like what you have going on in this material, im a little confused tho at 1:48 when you have the levels node plug in between the bevel and the flood fill, the flood node turns all blue and purple and the the flood fill grayscale turns into a checker pattern that distorts the crumble effect, not sure why its doing this any thoughts?
sorry i already figured it out, my distance value for the bevel was too high and the flood fill was having a hard time finding the edges
that's happens because your levels dont have the exacly black lines deviding the block, as you can see in 1:45 when i'm setting up the levels, if i increase the white too much the dark lines desapears (turns grey or complete white), so, in flood fill they use the positives and negatives values to make that "checker", so you need the lines strong to make that division.(idk if i was very cleary, but if not, don't worry to ask me again)
imgur.com/gDe7OTC see if this image helps you
@@Kalyson yup thats exactly what it was. Where can i get the sm_rock node that you use?
@@jakespagnuolo1051 it's the Rock Generator, you can get on my patreon for free, link in description
Fantastic, thanks!
which app are you using to create this? thanks.
Cool video! What's the first music track?
Congrats for the result, I like this shader, I'm new to substance designer, do you think is it possible to make a material where stones at the bottom are bigger than the ones at the top and gradually scale in between?
2:36 don't mind me just bookmarking.
Awesome material! Quick question though, I am trying to recreate the material and it seems that there is no height value on my plane? Is there a node you added that creates a height value?
Karuna B You have to turn on tessellation in your viewport. So in the 3d cube window on the materials tab, click through until you find something like PhysicalMetallicRoughness and there you'll find Tessellation. (Cant perfectly remember the path) Activate it and adjust the scale. Now your height input drives the depth of the cube...
Remember that if you use that material somewhere outside of SD, it'll require the program to know tesselation or alternatives to be able to work with the heightmap...
Wow amazing stuff ! to quickly for me ;) but i get closer i think. I have only one question : what is the SM_rock_gen ? Is it a personnal sbs you have made ? thx :)
yes, it's a personal sbs, you can get in my patreon for free :D www.patreon.com/Kalyson/posts
@@Kalyson thanks a lot !
wow great!
Graph is very much a bowl of spaghetti and speed is too high, but otherwise the video is pretty great. Word to the wise, if you want people to actually see what you're doing properly, slow down a bit, it's not a race, people usually watch these things because they enjoy seeing the breakdown of the process, not speeding through it. Otherwise, great content.
Thank You....
How can I use this in Blender?
this thing is Boss
thank you very much you are god
Now I see you dont like frames :-D
4:14
best
These types of videos would actually be useful if they weren't so darn fast and would actually have the voice of the designer talking and explaining what he is doing! Otherwise they are totally useless!