Anchor Point Magic 02 - Micro Normals & Micro Height in Substance 3D Painter | Adobe Substance 3D

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Adobe Substance 3D

Adobe Substance 3D

2 жыл бұрын

Anchor Points are one of the most powerful features in Substance 3D Painter. In this video series we show you a few scenarios that make use of them.
The second video shows a common usecase, using Anchor Points as Micro Normals and Micro Height, to make painted details affect Generators.
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Anchor Point Magic 02 - Micro Normals & Micro Height in Substance 3D Painter | Adobe Substance 3D
• Anchor Point Magic 02 ...

Пікірлер: 52
@b.a.g2073
@b.a.g2073 2 жыл бұрын
thanks been waiting for a series like this.
@rsunghun
@rsunghun Жыл бұрын
thank you for the tutorial. I was having difficulty and this solved it.
@jakczevicente
@jakczevicente 2 жыл бұрын
This is good and spot on explanation.
@user-sw2rt7wl9f
@user-sw2rt7wl9f 7 күн бұрын
Thank you so much sir ❤
@kerj0893
@kerj0893 Ай бұрын
Very helpful, thank you.
@infographie
@infographie Жыл бұрын
Excellent
@astonyo7544
@astonyo7544 4 ай бұрын
thanks for the tutorial. How can we make an embosed specific logo emblem?
@vladisslavss
@vladisslavss 2 жыл бұрын
Cooool!!!! ✨🔥🔥🔥🔥🔥🎇🎇🔥🔥🔥🔥🔥
@minhtri4881
@minhtri4881 Жыл бұрын
Hi, are there a way to add dirt only with anchor point mark and remove dirt on main object?
@noname_2108
@noname_2108 3 ай бұрын
your accent is funny a bit and a tutorial is brilliant, thanks i just thought that it would be the logical way it would work
@warlord76i
@warlord76i 2 жыл бұрын
Im sad a little because, a good software like this, has al the fancy things, but it doesnt have a normal text adding feature, or viewport brush preview feature.
@Czaja1991
@Czaja1991 2 жыл бұрын
As @Quentin Theret said in the comments, adding multiple anchor points is something we need to have.
@Substance3D
@Substance3D 2 жыл бұрын
Not sure what you mean? It's already possible to add (and even combine) multiple anchor points.
@christon.sembiring
@christon.sembiring Жыл бұрын
What screen recorder software do you use?
@arrw
@arrw 2 жыл бұрын
I wish the process for having smart masks/materials react to height paint was simpler. It's annoying to have to go into every smart mask in a smart material so that my height paints interact properly. The other option is to export the normal map with the height paints from painter, and then reimport it into the normal mesh map and rebake based on that normal map. That option is annoying as well. I do love not having to sculpt my details in zbrush, but I wish there was a simpler way. Perhaps a button that just applies painted normals to mesh maps without having to export and reimport and bake from that normal map.
@boitahaki
@boitahaki Жыл бұрын
Yeah the more I see about anchor points the more it seems its better to just add this detail in the high poly mesh.
@fabianberke5749
@fabianberke5749 7 ай бұрын
You can create an empty layer (doesn't matter if fill or paint layer) on top of your material stack that you want to reference (for examnple your smart material folder), set its blending mode for all channels to paththrough and then put an anchor point on this layer. This will basically merge all the height and normal data of your layerstack below that layer to the single anchor point. Then you can go ahead and reference this anchor point as shown in the video and it will contain the full complexity of your smart material. I know this is a year after your question, but maybe it still helps you or anyone else wondering how to do this
@arrw
@arrw 7 ай бұрын
@@fabianberke5749 Hey! Thank you for this response! I appreciate it!
@jerry51311
@jerry51311 2 жыл бұрын
I have a layer A (with smart mask) which is instantiated across another texture set. Can layer A's smart mask use anchor point(micro normal) as well? If I do this, the anchor point tab inside micro normal can't be click. It was greyed out.
@Substance3D
@Substance3D 2 жыл бұрын
No you can only reference and use Anchor Points within the material, not across Instantiated sets. But easy to fix, just move the generator to the set with the Anchor.
@_walruseater
@_walruseater 2 жыл бұрын
is it possible to have the smart mask/anchor point only work on the height that was painted, and not apply the grim to the whole mesh?
@Substance3D
@Substance3D 2 жыл бұрын
Yes, just disable the channels on the layer.
@warlord76i
@warlord76i 2 жыл бұрын
Is the text mask has some kind a generator added to it or how did u add the text because i cant add text to it. Did u used a stencil?
@Substance3D
@Substance3D 2 жыл бұрын
It's just a simple black and white shape made in Photoshop.
@quyenlam4890
@quyenlam4890 2 жыл бұрын
Why not have painter recalculate normal, curvature and AO in real time? then it's get's taken into consideration by masks in real time instead of resorting to anchor points?
@quentintheret5106
@quentintheret5106 2 жыл бұрын
Sometime you don't want them to be taken into concideration, but would be cool to be able to add multiple anchor point
@quyenlam4890
@quyenlam4890 2 жыл бұрын
@@quentintheret5106 Yeah, I agree somewhat but that can be easily painted out in the mask. It's much quicker to paint out than to set up anchor points. Anchor points is still a great feature but having it automated in the background is more efficient imo.
@Substance3D
@Substance3D 2 жыл бұрын
Agreed Quyen, would love to see this too. This isn't an easy thing to add though: we want the user experience to be very good and easy to use, a lot of care and thought needs to be put into before we can replace a complex system with a simple one, as all cases need to be accounted for. You should see the research our UX designers do for the simplest things... Perhaps one day!
@warlord76i
@warlord76i 2 жыл бұрын
Well a brush preview for the normals would be nice, so i know how the normal is rotated .
@Substance3D
@Substance3D 2 жыл бұрын
You mean to make sure the tangents are aligned properly? No need to worry about that, Painter automatically adjust tangents for every stamp based on rotation.
@warlord76i
@warlord76i 2 жыл бұрын
@@Substance3D More of the question was about when i use the brush with normals (to stamp normals) the brush preview is transparent, so how do i know how it is the brush rotated. I tried to nail it but i u dont adjust the parameters for exact angles like 90 or 45 u cant see the outcome of the stamp what will be. I believe that in earlier versions u could saw the pic. preview of the normal in the middle of the brush how it is rotated.
@Substance3D
@Substance3D 2 жыл бұрын
@@warlord76i You must be using an old version or set the brush preview up incorrectly. It works perfect for me: full normalmap preview of my brush. Try changing the first button of the brush options: brush preview.
@AnthonyRosbottom
@AnthonyRosbottom 2 жыл бұрын
basic question - when you chose the normal texture it was vertically aligned. How did you rotate the texture 90 degrees to have it painted horizontally?
@AnthonyRosbottom
@AnthonyRosbottom 2 жыл бұрын
ok worked it out ( CTRL - left click) but is there a way to rotate in exact 90 degree increments?
@firegrim
@firegrim 2 жыл бұрын
@@AnthonyRosbottom 5:58 there is the angle parameter in the brush settings above
@AnthonyRosbottom
@AnthonyRosbottom 2 жыл бұрын
@@firegrim Sorry, I must be missing something. All I can see on the top bar showing the brush settings is size, flow, stroke opacity, spacing and distance (n/a). Is the angle setting hidden somewhere else?
@Nexxorcist
@Nexxorcist 2 жыл бұрын
I'm having the problem where when I put an anchor point on my Grunge Map, the normals look inverted. Instead of an innie it looks like an outie. Does anyone know what's causing that?
@Substance3D
@Substance3D 2 жыл бұрын
is it normals or height? Normals it's due to the normalmap texture you use. Height you can flip them in the levels.
@ModelWhatYouSee
@ModelWhatYouSee Жыл бұрын
Any idea how to do this without using the Smart Masks? Say I just have a smart material where I want height details to be included. The old way of baking out a normal map and re-bake texture doesn't seem to work anymore...
@Substance3D
@Substance3D Жыл бұрын
It would work exactly the same, by setting anchor points and using them elsewhere. I suggest to follow some more tutorials on Anchor points until you fully grasp the concept.
@ModelWhatYouSee
@ModelWhatYouSee Жыл бұрын
@@Substance3D I grasp it. I'm just asking if that old way of baking doesn't work anymore...so anchor points is the only way?
@Substance3D
@Substance3D Жыл бұрын
@@ModelWhatYouSee We've intended anchor points to fully replace the bake and export method, and I think they've been sufficient at this for years. I'm not sure I fully understand your issue then?
@ModelWhatYouSee
@ModelWhatYouSee Жыл бұрын
@@Substance3D I'm just trying to find out if that method is now totally defunct, thats' all. It's good to know what options are available for certain tasks.
@Substance3D
@Substance3D Жыл бұрын
@@ModelWhatYouSee afaik we haven't invalidated that method. I really wouldn't recommend using it though, it's very tedious...
@dean3184
@dean3184 2 жыл бұрын
Are the scene files available?
@Substance3D
@Substance3D 2 жыл бұрын
Yes, please read the description.
@a.zoomika
@a.zoomika 2 жыл бұрын
what's new?
@vishnuvrokzz833
@vishnuvrokzz833 2 жыл бұрын
okayy dirt above anchor
@keithyakouboff8755
@keithyakouboff8755 Жыл бұрын
Would be nice if my generator would provide such a thing as "micro height" or "micro normal". Oh well!
@Substance3D
@Substance3D Жыл бұрын
You have to add these yourself, just like we did with ours. It's essentially just an extra input slot that can be toggled on or off, and is then used in the rest of your generator by compositing it together with the default normals or height.
@keithyakouboff8755
@keithyakouboff8755 Жыл бұрын
@@Substance3D I see... alright, thanks.
@thomaspasieka1311
@thomaspasieka1311 2 жыл бұрын
The whole process is way too convoluted and messy. I sure hope this gets a complete overhaul to be as user friendly and fast as possible.
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