Good tutorial, thanks for sharing.. Make more trees, please.
@csabikalanyos16073 ай бұрын
Thank you, I will.
@NightVisionOfficial3 ай бұрын
Wow! I did basically the same thing, I made magma basically, tho this looks way better ❤
@abdialibabaali1323 ай бұрын
Came here from MRenders
@abdialibabaali1323 ай бұрын
Awesome
@csabikalanyos16073 ай бұрын
Thank you !
@ChilligerHund3 ай бұрын
Pls show the node setup not only the viewport.
@csabikalanyos16073 ай бұрын
Will do so for future videos, thanks !
@AlternaVisionStudio3 ай бұрын
Thanks, looks great !
@csabikalanyos16073 ай бұрын
Glad you like it!
@AB-td5oo5 ай бұрын
Extremly useful... thanks a ton Man 👍👍👍👍
@JasonAdank6 ай бұрын
would you consider making a course out of this concept? Perhaps for a the end result being a large scale seamless texture set? Not too much available out there for lunar surface materials
@csabikalanyos16076 ай бұрын
Hi Jason, i will get back to creating content in the following weeks, but probably i won't have anything related to lunar surfaces in the near future. But i will have other SF stuff.
@dael01234567810 ай бұрын
how did you get the emissive nod? i tried finding it and couldnt found it
@lucidatrium320011 ай бұрын
I really enjoy your pace and style of teaching, thank you for sharing your knowledge!
@csabikalanyos160711 ай бұрын
I'm glad you enjoyed it, thank you !
@Fortunate_Son979 Жыл бұрын
Awesome video, man
@shikhermyv Жыл бұрын
Hey Do you sell on Gumroad?
@jaroslavgrafskiy5458 Жыл бұрын
Thanks a lot for this wonderful tutorial!
@bobikjuchka Жыл бұрын
Brilliant!
@raphaelprotti5536 Жыл бұрын
Not too complicated and looks great. Can be used for different scales as well. I'd love to see the node graph closely as I'm learning designer at the moment.
@jaroslavgrafskiy5458 Жыл бұрын
Thanks for the wonderful lesson. I managed to get rid of the tiling with "Make it Tile Photo" node.
@Ro3D_DigitalInsights Жыл бұрын
Very Cool!
@dirkrider5448 Жыл бұрын
This looks great! thank you for this
@ИльяДанилов-ъ3р Жыл бұрын
yo guys its kinda broken. the texture will have seams
@otreum25 Жыл бұрын
Such an awesome texture and super helpful video, and good to see a more realistic Pahoehoe style of lava! I followed what you did, the best I could, but I found that in your 3D view, the ambient occlusion seems to be really strong, and I couldn't get the same result. This was especially noticeable at 2:56 The little detail holes from the noise were fairly flat, barely doing anything to the texture. I also noticed this in earlier steps, the contrast of your 3d View just seemed way better than what mine was showing, so I thought I was doing something wrong. What are the settings in your 3D view? I have my tesselation scale set to 10, but I'm wondering if you've got yours set higher. Anyway, thank you so much for showing how you made the lava. I had been trying to make my own lava, and while I got decent results, this definitely is a much nicer, and neater solution than what I could create. You are awesome! :D
@csabikalanyos1607 Жыл бұрын
Hi, i appreciate your words ! I think the Height Depth at the ambient occlusion is set to 0.3 instead of 0.1, As for the tesselation scale...i am not sure, that resets everytime you start designer, anyway...the final look is given in Marmoset toolbag, that's where you define the scale of your mesh if you were to present it. Hope it helps !
@otreum25 Жыл бұрын
@@csabikalanyos1607 Thank you for the quick reply! This has been super helpful, thank you! 🤘
@СерёгаЖелеско Жыл бұрын
Don’t think me a bore, I only study Substance Designer myself, but let me share some ideas on how to improve the experience of using it. Why did these white frames appear at 9:58? A rounded square that you plug into the 'Tile Sampler' node as a source pattern doesn't have any gray pixels. It's completely white inside, black outside, and has no gray transitions. The 'Tile Sampler' node has a property named 'Pattern Input Filtering', it's 'Bilinear + Mipmaps' by default. This means that the 'Tile Sampler' will smooth out the source pattern while translating, rotating and scaling it. Thus, gray transitions between white tiles and black background appear. To make sure of this, zoom in any 'Tile Sampler' node in 2D View window and look at the edges of the tiles. Nevertheless, in such situations when the 'Threshold' node is used for selecting random tiles, their edges must remain sharp. Otherwise, tiles are not guaranteed to have identical borders after the 'Threshold' every time, so blending them together or using as masks will either narrow the tiles or produce thin frames. The issue was resolved by using the 'Flood Fill' node, but the same result could be achieved with just setting 'Pattern Input Filtering' of every 'Tile Sampler' node to 'Nearest'. Although the corners of the shapes can be rounded with the 'Edge Detect' like it was shown in the video, there is a more predictable and less computational expensive method. Just give it a try next time, I enjoyed it: [Source Image] > Blur HQ Grayscale > Threshold. Blur intensity controls rounding radius. Threshold (around 0.5) shifts edges inwards or outwards. The result is a sharp black-and-white image. Or this one: [Source Image] > Blur HQ Grayscale > Histogram Scan. Blur intensity controls rounding radius. Scan position (around 0.5) shifts edges inwards or outwards. Scan contrast (around 1) adjusts edges smoothness: sharp (=1) or with gray transitions (<1). The image may also be constructed of sharp squares only and smoothed at the end. All its tiles, large and little, are going to have equal rounding radii then, just like on a reference image. Finally, the 'Overlay' blend mode both darkens and brightens the image, making it more contrasted. When you add shadows, you probably want them to only darken some regions, not to brighten the others as well. So, the 'Multiply' is the most suitable blend mode then. Hope you find it useful.
@csabikalanyos1607 Жыл бұрын
Very Interesting ideas, i didn't know about that Pattern Input Filtering, As for rounding the edges, there are definitely better methods, i didn't spend too much time thinking about them, it was something spontaneous, The Overlay method was spontaneous as well, yes, it's much better with the multiply blending mode, don't know why i haven't thought about that, Overall, very good ideas, there is definitely room for improvement, thanks for these infos !
@СерёгаЖелеско Жыл бұрын
I'm glad that you haven't quit pleasing us with new valuable videos. Good luck and keep it up!
@csabikalanyos1607 Жыл бұрын
Thank you ! I have 5 more vids on shapes & patterns coming up, one every week.
@luisgoler17002 жыл бұрын
Buen trabajo! se ve hermoso
@sassuskrassus31662 жыл бұрын
that are exactly those Videos we need thanks for the video!
@avandteam75622 жыл бұрын
kzbin.info/www/bejne/Zn3Zioxvbsp5kLs
@shadwnchen83612 жыл бұрын
thanks for the sharing .awesome!!
@adarshwhynot2 жыл бұрын
really helpful video thanks a lot!!!
@SirDMX2 жыл бұрын
Thank you for the course! :D
@mahmoudzaefi29582 жыл бұрын
Thanks
@devinbarr34282 жыл бұрын
I really appreciate the way you present the information. So many other substances tutorials don't go over what nodes or why they are using them. I'd love to see a more of your content
@csabikalanyos16072 жыл бұрын
Thanks ! I have a premium course coming up soon, you can subscribe in case you're interested.
@DannyLrsn2 жыл бұрын
Nice and simple tutorial! Love that you spent time trying to find a fast way to do it!
@juhada2 жыл бұрын
I love how efficient this setup is. That's the most elegant part, simple and great looking! Egyszeru es nagyszeru, bravo!
@csabikalanyos16072 жыл бұрын
Köszönöm !
@antonyagro75762 жыл бұрын
très mal expliqué pour un débutant.
@RGameArts2 жыл бұрын
thanks so much, for sharing such detailed and easy to understand tutorial for beautiful material
@csabikalanyos16072 жыл бұрын
I am glad you like it.
@RGameArts2 жыл бұрын
@@csabikalanyos1607 indeed super helpful
@peter4862 жыл бұрын
if you want real glow, dosent t better to use spec workflow? i dont know just asking.
@junsu16112 жыл бұрын
Nice tutorial!
@csabikalanyos16072 жыл бұрын
Thank you !
@cam12522 жыл бұрын
Great tutorial! just simple enough for me to feel comfortable playing with the parameters!
@yograjmalviya4242 жыл бұрын
Thank you so much for the tutorial brother, susbcribed.
@Tompio2 жыл бұрын
Nicely explained, a beautiful material created in so few nodes. Waiting for more videos!
@csabikalanyos16072 жыл бұрын
Thank you ! I have some more coming up.
@danielmontoyagomez63812 жыл бұрын
Thanks! . You are amazing
@csabikalanyos16072 жыл бұрын
Thanks ! More videos coming up !
@lazymouse69762 жыл бұрын
Very simple to understand.....👌
@skullnay_13092 жыл бұрын
Hello, how did you set up your 3d view?
@csabikalanyos16072 жыл бұрын
Hi, you can just resize and move your 2D and 3D windows from the corner, or what do you mean ?
@Dorizdt2 жыл бұрын
@@csabikalanyos1607 I think the question is how did you setup your preview to show the 3d tessellation etc. As if you start cold with substance designer you obviously wont have this setting in place. I think the tutorials could also cover off the last nodes and minor things like this as it would definitely round out the confusion.
@kurcra73832 жыл бұрын
well your material unfortunately can't be used, cause when you stretch crystals with transform2d it stretching wrong an can't be tiled properly you may check by yourself to make 2-3 tiles
@csabikalanyos16072 жыл бұрын
Hi there, yea i know the tile breaks. You could add in a -make it tile photo- node after the transform node and make it tileable again. Alternatively, you can create your own Crystal 1 node, i mean...something very similar to it. i might do a tutorial on that in the future.
@kurcra73832 жыл бұрын
@@csabikalanyos1607 no, it won't work properly if you use Make it tile photo, cause still obviously you'll see blured edges if you want to use it somewhere, in game engine for example
@csabikalanyos16072 жыл бұрын
I see, then a better solution is to create your own crystal node, it will be more heavy.Using Cells 4 then Threshold node, to delete some of the voronoi patterns, repeat the same process but with different scale, so you have some big and medium shape variation, combine them and then use a bevel node to get the Crystal like shape. But i am not sure that using the make it tile photo solution would not work...because you have some warps which might cover up the seams...maybe i am wrong with this...not sure because i haven't tested.