Darker than Zero and Brighter than One? Using HD Ranges in Substance Designer

  Рет қаралды 4,340

Johnny M

Johnny M

Жыл бұрын

Today we're going to dive into HD Ranges. In my experience many students don't take advantage of operations and values below 0 and above 1, which is shame because a lot of fun stuff happens there!
We'll do a quick run through of the concept and than show off two cool uses for it: A way to help with heightmap blending and for adding more interesting detail to our masks - as a bonus we'll make some cool sculpted elements.
If you found this helpful, a like and especially a bell-hit would be greatly appreciated - let's get to the graph!
Link to Example Graph:
drive.google.com/file/d/1xP_j...
Portolio:
www.artstation.com/johnnymalcolm

Пікірлер: 50
@emerymarcell8898
@emerymarcell8898 10 ай бұрын
Seriously more people ought to be watching your content. It's so difficult to come across this level of incredibly useful Substance Designer content without paying for specialized courses at the very least. Love your work, subscribed and liked! Will be sharing as well :)
@mehrankhan7871
@mehrankhan7871 18 күн бұрын
this is soooo helpful honestly thank you! I was just trying to get that "flat top" feel 2 days ago and it took soo many steps and the result was not good and certainly not controllable.
@tompainter7167
@tompainter7167 3 ай бұрын
Thanks was a super simple gateway to explaining this type of nuanced thing that I often avoid on short deadline type projects 🔥
@harrysanders818
@harrysanders818 8 ай бұрын
"Darker than Zero" sounds like an awesome Horror Movie title
@yuval1995
@yuval1995 10 ай бұрын
I salute you sir.
@mlv617
@mlv617 8 ай бұрын
Awesome!! Thanks!!
@grkn06
@grkn06 Жыл бұрын
Amazing, thanks for the tutorial. Really brought a new perspective, I feel enlightened.
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
You have ascended
@MrMasterphoto
@MrMasterphoto Жыл бұрын
Thank you, Johnny! Very useful tips and so easy explained! Can't wait to watch your next video!
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
Appreciate it! Aiming for 2-3 a week
@kamp9580
@kamp9580 6 ай бұрын
This is great
@joppemin
@joppemin Жыл бұрын
your new videos are pure gold!
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
Thank you! It definitely can get a little dry with some of this stuff, but I think it's worth sitting though for the technique
@joppemin
@joppemin Жыл бұрын
@@JohnnyHalcyon3D yeah I get that, though very useful for vfx artists as well to get some high quality alpha textures! big fan!
@AndyxbecK
@AndyxbecK 6 ай бұрын
Dude I love these videos, keep it up!
@satyakimandal6572
@satyakimandal6572 Жыл бұрын
This is really helpful! Thank you so much!
@JammieDodder
@JammieDodder Жыл бұрын
My mind's been blown, love these vids so much!
@Derabooo
@Derabooo Жыл бұрын
Thank you for all the great tips! Love the in depth explanations
@ShubhamPatil-uj7yr
@ShubhamPatil-uj7yr Жыл бұрын
Please to more stuff in stylized sculpt look what you shown was thing i was looking for year. Thanks u so much. Love
@EuropaUX
@EuropaUX Жыл бұрын
Amazing content Johnny, please keep it up!
@trek3295
@trek3295 8 ай бұрын
this was really neat! i've been a fan of using ranges past 0 and 1 for other things but didnt realize you could do it in this program, so thank you for the video
@michaelfiorentino1098
@michaelfiorentino1098 Жыл бұрын
im watching all your videos, they are great! tysm for your time and info.
@yisun6579
@yisun6579 Жыл бұрын
Thank you! The basic idea of bit depth has always been in the back of my head, but I only know when rendering an image as exr with 32bits is always better for compositing and color grading. I would never have known it can make such a big difference when comes to Height map creation in Substance Designer, you have opened my eyes.
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
Yup one of the big reasons its nice for those things is partly what we outline here, you just have more range (so more information) to work with with adjusting
@peter9421
@peter9421 5 ай бұрын
Man, great great content! Quality!! Please keep it up. You deserve to grow. 🙏🙏
@christopher8116
@christopher8116 9 ай бұрын
This was a great video, I knew that 32bit Float were powerful and useful but didn't know some information you explained in this video.
@ynnda6155
@ynnda6155 5 ай бұрын
This changes everything.
@ezgiyurekli9397
@ezgiyurekli9397 Жыл бұрын
This is mind blowing. Thank you for sharing your wisdommm!
@Bugulab
@Bugulab 10 ай бұрын
it’s top secret information! seriously!
@conner101howard
@conner101howard Жыл бұрын
For the engagement
@aydaryakup4540
@aydaryakup4540 11 ай бұрын
maaan such a great channel. THANK YOU
@alexdanilaart
@alexdanilaart Жыл бұрын
Awesome tips! You should start a gumroad also!
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
Yup that's the plan :)
@zeus3005
@zeus3005 Жыл бұрын
This is great! Also helped me understand why my normal maps were getting that artifacting. Love it
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
Hell yeah, my plan is to make a dedicated artifact video
@CrimsyCreates
@CrimsyCreates 4 ай бұрын
@@JohnnyHalcyon3D Hello, I have been studying your videos for a couple days and I LOVE them so much! They are so, so helpful to learn the more technical aspects of SD! I was wondering if you ever ended up making the artefact video you mentioned under this comment? I have been having trouble with banding artefacts in my AO and normal nodes and it's been really bothersome so I thought I would ask, if anyone knows how to fix it it's you! Thanks again for all the priceless teachings! (‘∀’●)♡
@JohnnyHalcyon3D
@JohnnyHalcyon3D 4 ай бұрын
@@CrimsyCreates Havent been able to make that video - but my guess would be you have 8bit info going into your outputs. Make sure you're at 16bits
@oscarkottursson3552
@oscarkottursson3552 Жыл бұрын
Where I can put above than 1 like to that vid? Priceless info, thank you.
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
You can put the extras on the other videos ;)
@Soulsphere001
@Soulsphere001 Жыл бұрын
Another good and interesting video. I think my current biggest limitation is that I'm very bad at knowing how to colour things in Substance Designer (especially when using the IRay renderer). If you wouldn't mind making a video regarding how best to colour things, that would be useful to me. I have found a lot of tutorials on various things, including for roughness, but nothing for colouring things. ... Well, other than a couple videos from Adobe.
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
I can make some general videos on color theory and how you can best apply them, do you have any specifics? Generally I like to just lay different solid colors over with masks, and than adjust the blends with things like HSL or levels + more masks as I go. It also shouldnt really matter if you're using IRay or now
@Soulsphere001
@Soulsphere001 Жыл бұрын
@@JohnnyHalcyon3D I suppose one specific might be dealing with gradient maps and how best to get the colours one wants in specific areas. I guess an example might be dealing with a wood texture. ... Though now that I bring that up, I should examine the Wood American Cherry node, which I've been meaning to do but forgot about. I think I just need to experiment with colours some and not try and take the easy way out. Since I've tended to plug a Normal into a Curvature Smooth into a Gradient Map, maybe into a node to control contrast, and then into an HSL node. I should probably treat every element as something completely different. Though one problem I've had with colouring is IRay making my colouring far too bright, on a brick wall, though I hardly ever use the IRay anyway. I think it still highlighted some colouring issues I was likely having, but I'm not exactly sure how to fix that. I'm not sure if I need to use more colours in the gradient, use more gradients in different parts of it, or if I should concentrate on other aspects of it. Though I get the feeling adding more contrasting colours would help, so I'll try either adding more colours to a single gradient map or adding a few gradient maps. Or, like you said, use a few different solid colours using Blend nodes with masks. Then probably let the rest of the maps take care of shading and such. I should use my brick wall for colour experimentation.
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
@@Soulsphere001 You're second paragraph is the key - you really cant just do that. For instance in this case you're specifically tying one attribute (color) to another (curvature) i.e wherever you have a certain amount of covexity/concavity you will nessecarily have the same color. Sometimes this is what you want, but you should know that that's what you're doing - creating a link between them. Color is something that just improves with time spent making/studying art generally
@Soulsphere001
@Soulsphere001 Жыл бұрын
@@JohnnyHalcyon3D All right, John, thank you for the tips. I'll have to keep them in mind.
@Viterkim
@Viterkim Жыл бұрын
Couldn't you histogram select the values that are between 0 and 1, but not those values, then use that as a mask when you do the blend ?
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
I'm not sure I follow you?
@Viterkim
@Viterkim 11 ай бұрын
@@JohnnyHalcyon3D I tried setting it up with a graph here :) drive.google.com/file/d/1_u-zML84tGfEqGMOMAMLukCA_-VYot2-/view?usp=sharing Something like that (its missing the effect on the very top or at the bottom though)
@Viterkim
@Viterkim 11 ай бұрын
@@JohnnyHalcyon3D Tried commenting with a google drive link for a graph showcasing it. Don't know if youtube shadow bans it (they usually do with links). I can send a graph with the example in it if you can't see the link :D
@red4666
@red4666 Жыл бұрын
I’m not sure I understand why you’re doing all that extra stuff. Couldn’t you simply use the Add/Sub blend mode? That way black will stay black, white will stay white, and only the transition will either get added or subtracted based on whether they are above or below 0.5.
@JohnnyHalcyon3D
@JohnnyHalcyon3D Жыл бұрын
In this situation you could invert B and use add/sub just fine yup. I like this method for when the bottom texture isnt normalized, and also when I want the area thats fully white to expand more (like in the AO example)
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