Creating a basic Substance Painter Filter using Substance Designer | Adobe Substance 3D

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Adobe Substance 3D

Adobe Substance 3D

Күн бұрын

In this video we will create a basic filter in Substance Designer for use in Substance Painter. The goal is to use the height channel data from the Painter layer stack as a mask to isolate a gamma adjustment to the base color channel.
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Creating a basic Substance Painter Filter using Substance Designer | Adobe Substance 3D
• Creating a basic Subst...

Пікірлер: 61
@KRGraphicsCG
@KRGraphicsCG 7 жыл бұрын
I can see this being useful for aging wood or colourizing bruises on a character model. A+ as always
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! Glad you liked the video
@ponkke
@ponkke 7 жыл бұрын
Awesome! I'd like to see more of these where you create custom functions. I learn the most when I see and it is explained how each node affects to the end result.
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! Will do : ) Will be adding some function videos to the Designer getting started series
@Defco3d
@Defco3d 7 жыл бұрын
Great news! You could also do some advanced parametrization videos like you did here.
@andrewvoelkl3873
@andrewvoelkl3873 7 жыл бұрын
Thank you so much for posting this! I've wanted a filter like this for so long. It would be awesome if this was included in a future update as a standard feature.
@Substance3D
@Substance3D 7 жыл бұрын
Thanks very much! So glad to hear it was helpful.
@tommyjackson111
@tommyjackson111 7 жыл бұрын
Very useful video. I actually had problems with trying to combine multiple values/sliders into one slider. Thanks for this.
@Substance3D
@Substance3D 7 жыл бұрын
Great! Glad that was helpful
@AvPraneeth
@AvPraneeth 7 жыл бұрын
Need more intermediate-advanced tutorials for the painter just like how the designer had.
@Substance3D
@Substance3D 7 жыл бұрын
Thanks for the feedback. Will add more advanced tutorials. Please let us know if you have any suggestions : )
@billmolloy2264
@billmolloy2264 5 жыл бұрын
@@Substance3D 2 years later and its still a heap of crap
@AndreySarafanov
@AndreySarafanov 7 жыл бұрын
Thank you Wes! Great tutorial.
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! Glad you liked the video
@mightymarcos
@mightymarcos 7 жыл бұрын
This was great, helped me a lot!
@Substance3D
@Substance3D 7 жыл бұрын
Cool! Glad to hear : ) Thanks!
@mattgrimaldi13
@mattgrimaldi13 7 жыл бұрын
Thanks! Well done tutorial.
@Substance3D
@Substance3D 7 жыл бұрын
Thanks!
@Purbow
@Purbow 7 жыл бұрын
Really useful tutorial!!
@Substance3D
@Substance3D 7 жыл бұрын
Thanks!
@devotae
@devotae 3 ай бұрын
can you teach us how to make the filter with designer for sampler material groups. like.... if i make 5 texture/materials, (that are very similar like 5 types of leather materials or 5 skin colors) they are a group and should be 1 file with a drop down menu to choose which one to use on your mesh. (I have seen this so i know it can be done but I donno what its called or how to do it, as a texture artist its a must learn)
@oscartorres6630
@oscartorres6630 7 жыл бұрын
Thanks for the tutorial! I was wondering if there are any plans to allow the generators to access the layer stack to create filters for masks so we can create masks from layer stack height information. Masks are much more useful than channel filters since whole materials change in cavities and stuff. Particularly for people who work by layering folders (materials).
@Substance3D
@Substance3D 7 жыл бұрын
You can't do this at this time. There is no communication between the mask and layer stack content. However, this is a feature that we have planned : ) More info to come.
@AndrewWeirArt
@AndrewWeirArt 7 жыл бұрын
Hey guys! great vid, always kept right up to date. I have been looking at your latest Paragon Presentations from GDC, which is obviously by the paragon team, and I was blown away by the chipping paint filter! ive spent a few days trying to figure it out. However I cant quite get the layer mask to affect the age of the paint. I have tried adding a dynamic histogram position to the filter (to try paint that on from 0-1) and ive tried many different input nodes that multiply or otherwise blend with the height mask information to be painted and blend outwards evenly (rather than a sharp falloff where the masking ends.) I am currently watching the custom damage tutorial (got confused with the thumbnails being similar) any information that can help replicate this effect would be great! thanks!
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! Glad you liked the video. I was also looking at their chipped paint from the GDC presentation. I am looking into this as well. If I get something decent I'll be sure to share it and create a tutorial : )
@AndrewWeirArt
@AndrewWeirArt 7 жыл бұрын
nice one! thank you! I was so close. the height maps they use are nice, but nothing special as far as substance goes. the real complications I ran into was how they have got the age input to interact with the mask. Meaning values 0-1 on the mask correspond to an age rather than a sharp falloff or blend where the mask ends. I had a nice falloff with the age input being a polygon here imgur.com/a/eTBSi but still no way to paint into that age input. let alone control it by the layer mask. I hope you have better luck!
@PhotoshopRoom
@PhotoshopRoom 2 жыл бұрын
Great lesson, thanks! I repeated everything according to the video, but I have the gamma effect on the entire geometry, only in areas outside the height mask with less force. Because of what it can be? I'm using google translate, sorry
@PhotoshopRoom
@PhotoshopRoom 2 жыл бұрын
in substance designer work correctly!
@Bodni
@Bodni 6 жыл бұрын
Greetings! Where can I find the correct official label naming for the baked maps, and the others? (like the ambient occlusion, baked normal, the painters normal, world space normal, ect) I want to create a PBR-to-Oldgen and mobile optimized filter, where I can export all of the maps from Substance Painter with one click (color, rougness metallic, and Diffuse Normal Specular mask, And just a flat diffuse with curvature overlyay and AO multiplyed) Could you help me with it please? I'm sooo lost :( (ps: sorry for my English)
@Substance3D
@Substance3D 6 жыл бұрын
You can find the baker description names on this page. support.allegorithmic.com/documentation/display/SPDOC/Project+creation
@Bodni
@Bodni 6 жыл бұрын
Thank to You very much all your work and the fast respond, everything :) You're savior to me now :) Keep up the good work guys :)
@NenadZG
@NenadZG 7 жыл бұрын
Great tutorial!!! Can you please tell me what is going on when you try to delete what you painted? Why height data can be deleted and color remains, like it dosn't refresh? Am I missing something?
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! Glad you liked the tutorial. I'm sorry but I'm not sure what you mean by delete what you painted. A layer can contain several channels or a single channel. I may have just removed a single layer that only had height data.
@NenadZG
@NenadZG 7 жыл бұрын
I mean when you stamp that height data (logo) just like in tutorial than clear that with eraser. When I do that, height data is gone but darker (gamma corrected) color in the color channel remains. I noticed that it refreshes when I stamp again but some small parts still stay. I hope i managed to explain what i mean...
@emilmilchev1066
@emilmilchev1066 7 жыл бұрын
Hey, Great video, is this filter available for download somewhere, it would really help me out.
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! I'm sorry but we don't have the actual sbs file for this tutorial. Usually we have the assets for the tutorials but we didn't have the sbs for this video.
@Agent4054
@Agent4054 7 жыл бұрын
This feels like a super roundabout way of just painting a mask on a fill layer with height and color channels enabled. Pretty much does the same thing, but with considerably less steps. I'm honestly curious.. what is the difference?
@Substance3D
@Substance3D 7 жыл бұрын
The difference is that if you use a generator, the painted height data will not be included as the generators use baked maps. This filter will take the painted data and convert that to edge wear as you paint.
@Agent4054
@Agent4054 7 жыл бұрын
Ahhhhhh, I gotcha. Yup, that is definitely different :)
@jokesterthemighty227
@jokesterthemighty227 7 жыл бұрын
Hey I have another question. Let's say I look up a value (let's say for roughness) in a chart and it says 0.7 , will that correspond to what in Substance Designer? 0.7 * 255 = 178.5 ? So if I set a grayscale color node to that value, would that be correct?
@Substance3D
@Substance3D 7 жыл бұрын
I think that would work. In Designer you are inputting the data as sRGB, so the math you have should work to get you the correct grayscale value.
@Substance3D
@Substance3D 7 жыл бұрын
On a side note, if you are using Painter, this will not work as the input fields in Painter are for linear values.
@jokesterthemighty227
@jokesterthemighty227 7 жыл бұрын
Thanks! So in painter we should eyeball it mostly?
@Substance3D
@Substance3D 7 жыл бұрын
For roughness yes : ) It's the most creative map. You really can't go wrong with roughness and I wouldn't worry about getting a specific value.
@jokesterthemighty227
@jokesterthemighty227 7 жыл бұрын
I don't have to feel bad then, hah thanks for the info as always!
@Purbow
@Purbow 7 жыл бұрын
A thing I want to suggest is that I hope if I hover the node I created, I can know the folder where is the node locate. Like the grunge dirt is located in "noise"folder. Because sometimes, I forget the name of the node, I can find them in their folder. And the first time I learn some new node, I like to note name and remember them on my notebook, where is that node locate, Oh the grunge dirt is locate in the noise folder, I learn it. But really sometimes I learn some node by the project other people makes, I really dont know where is some node locate, and I will soon forget and uneasy to find that node next time because I dont know where to find them. So I hope if I hover the node, I can know where is that node locate in the folder.
@Substance3D
@Substance3D 7 жыл бұрын
If you right-click on the node, a popup will appear that shows you the location. You can then click on the location link and it will open the source folder that contains the substance file.
@mazar3093
@mazar3093 7 жыл бұрын
Ok tought i wasn t able to make it work but it was because i drawed only with my alpha on my brush and a negative value for heightmap.I m not sure to understand why to work it need positive value or the alpha put in the height uniform color) Ty anyway you do good tutorial with good tempo.(and rent to own for S live is really nice!Would be cool some other company do the same)
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! So glad you like the videos. You can work with positive or negative values with height. You can place the alpha in the height channel. But it's best to place it in the alpha for the brush and then use the value slider for the height.
@jerryczech4466
@jerryczech4466 7 жыл бұрын
Hello, I was following this tutorial and encounter small problem. I have version 5.5.3 and when I tried connect Height and BaseColor inputs, it didn't clamp the node. But when I delete that height option from input, than made a connection line to levels, BaseColor vice versa. I've made a quick video here kzbin.info/www/bejne/aqXHo4KNesunr8U Did I made something wrong or is it just some temporary bug? Thanks, have a nice day
@Substance3D
@Substance3D 7 жыл бұрын
That is happening because you are in the material mode in the graph. If you hit the 1 key on the keyboard it will place the graph in standard mode and you can then make the connection. Removing the usage as you did in the video is the same thing, but switching the mode is much quicker : )
@jerryczech4466
@jerryczech4466 7 жыл бұрын
Oh :-D Great, thanks a lot :-) Have a great day and keep up the good work
@legar83
@legar83 7 жыл бұрын
Do the 15, 25, 40 min long series of videos on the basics of this or that indicate to you at all that maybe just maybe your programs are very difficult to learn and use.
@Substance3D
@Substance3D 7 жыл бұрын
No, actually it does not : ) Did you even watch the videos? 15-25 min video length is not long for the topics covered. We like to keep the videos under 30min. Occasionally they run a little longer but that is because the videos do not rush through key concepts. If you are having an issue learning the tools, we would be happy to help. Posting an actual question would be more constructive for you if you are really wanting to learn the software. Also, you have commented on a video that is in an intermediate-advanced playlist which is not geared towards learning basics. I would recommended that you look at the Getting Started series.
@legar83
@legar83 7 жыл бұрын
Honestly I want it to work which is why I'm here but I'm consistently running into 'key concepts' that need the 15-45mins or more to explain, ridiculous. I want to be convinced however that I should spend that kind of time, and money too for that matter, on your products but the conclusion is always the same. The alternatives are better, cheaper too. I'm actually just taking the time, this time, to come out and say something about it. Seems like maybe I struck a nerve.
@Substance3D
@Substance3D 7 жыл бұрын
No nerve struck at all : ) Very happy to help, but just replying in kind to type of comment that was posted. I could have been much more helpful in my first reply if you had posted some questions. This would be much more constructive for you if you are really interested in learning. Your post clearly shows your frustration and I really want to help. Please post some questions you have or areas you are struggling with and I'd be happy to help. Based on your comments you already have a strong opinion that the software is difficult to use and the alternatives are better and cheaper. To be honest, I don't think the best way for me to provide support is to try an argue against that. I'm not looking to convince you or tell you other options are not as good. The training is not about a sales pitch, but it's designed to provide support and learning for the toolset. Instead, please let me know why you are looking at Substance and I can help. If you feel the training is inadequate then that is understandable in this circumstance. If you are looking for key concepts then I suggest you check out the Getting Started Series. You are asking for key concepts but posting comments on a video in an advanced playlist, which covers complex concepts with prior knowledge needed. This video is not about learning to use either Painter or Designer. It's about a technique for advanced users. Please, give the Getting Started videos at go and let me know if you have any questions.
@legar83
@legar83 7 жыл бұрын
You said it the first time reiterating my point, key concepts need lots of explaining in application and use, can't be rushed. I just think that should be telling you and your management something about your programs. I don't take away how hard your're working to keep your customer base educated on the use of your software as there's nothing about it that's intuitive or simple. Are you at least watching your competitors and seeing what they've been able to do for some time now as your products lag in real value-added capability? Instead, tie on gimmicky features like IRay rendering, getting into bed with Nvidia, please. I digress. I've made my point adequately enough and I thank you for your responses as they have been very professional as I would have expected. That's all.
@Substance3D
@Substance3D 7 жыл бұрын
Thank you for your feedback. I do greatly appreciate it and will take note. Please let me know if there is anything I can do to help if you are interested in Substance toolset.
@lavart7043
@lavart7043 4 жыл бұрын
Shouldn't you include Substance Designers' name in the title as well?
@Substance3D
@Substance3D 4 жыл бұрын
Yes : ) Good point. I added Designer to the title.
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