for anyone watching this video wood fibers 1 and 2 is renamed to directional noise and another noise after warp is gaussian noise
@aurorikin44322 жыл бұрын
Hero
@oobutterflydolloo Жыл бұрын
Thank you very much!!
@vanillatography15443 жыл бұрын
Thankyou for this tutorial, really well explained and made my first time in Substance Designer really fun and great to use. Alot of comments make note of there being changes to nodes etc. A quick google search will give you the information you need and everything is still there and functions like the video explains with or without legacy nodes and I got an excellent result. Cheers Fondue!
@Pixelfondue3 жыл бұрын
thanks for the comment. This video was originally made by Wes McDermott a few years ago. He's the 'main demo guy' at Substance/Adobe now and probably won't check in on this videos comments anymore. He's got a ton of new content over at Adobe now (obviously).
@furvus86526 жыл бұрын
Amazing tutorial with great step-by-step explanations! Thank you!
@twiceknightly13917 жыл бұрын
Yes more Designer please. Wes is a great teacher with this.
@nanfredman19917 жыл бұрын
Thank you! The creative use of grunge maps gets me thinking about using this approach to create a leather material, too!
@Pixelfondue7 жыл бұрын
Thanks! Glad you liked the video : )
@Jeep-vd6pd6 жыл бұрын
Its very hard to find a good SD tutorial in less than a hour, so very concise and good tutorial! you just got a subscriber! thanks@
@stevenswanson95193 жыл бұрын
My goodness, this was quite helpful
@athelstanm72983 жыл бұрын
Thank You for this Great tutorial!!
@Pixelfondue3 жыл бұрын
You're very welcome!
@endarg50564 жыл бұрын
Very epic tutorial, thanks, man
@Pixelfondue4 жыл бұрын
Glad you liked it!
@TimDog3507 жыл бұрын
Thank you, this was awesome! Nice and simple to follow along with and very well laid out. Although, I did go with a darker wood.
@danielm16157 жыл бұрын
my version of substance doens't have the wood fibers 1 and 2 or the perlin noise zoom node? Do I have to start the sbs file with a certain preset or anything?
@danielm16157 жыл бұрын
nevermind i found it they changed wood fibers to directional noise
@Aussie.Owlcoholic7 жыл бұрын
Also for anyone wondering the perlin noise zoom node was renamed too, can't remember off hte top of my head but look at the other noise nodes and you'll see it, still looks exactly the same :)
@KittyToft6 жыл бұрын
Gaussian Noice is the new name for perlin noise zoom :)
@mattw9406 жыл бұрын
Same here, in place of wood fibers I used directional noise 1, angle rotated 90 degrees with angle random at 0.06 and i used perlin noise setting the scale to 20.
@hatsonhatsonovich34963 жыл бұрын
great tuts! Thanks
@AvotGames5 ай бұрын
good tutorial, but it is a shame that I cannot find a way to scale the procedural output of the grunge map
@CybranM7 жыл бұрын
I learned a lot from this video, more videos about designer and painter please :D
@Pixelfondue7 жыл бұрын
Thanks! Glad you liked the video. More to come : )
@MontaFeydi173 жыл бұрын
Thanks so much thats awsome !
@TheGlazedDonut2 жыл бұрын
Thanks, super helpful!
@massimobaita71787 жыл бұрын
Thank You very much, Wes.
@Pixelfondue7 жыл бұрын
You are most welcome : ) Glad you liked the video.
@EvilDeeDlivE5 жыл бұрын
I enjoyed the tut, but I found a disparity in actually trying to use this texture. It looked gorgeous in the 3d view in substance designer, but when saving as a bitmap to export, I found its quality horrible on a 3d model. Also, it would be nice to update - at least with notes - on the changes to the names and types of nodes used herein, since an update to S.D. has made the nodes you use either obsolete or packaged into other nodes. It was quite annoying to have to go through Google and Reddit just to figure out which nodes to apply with the newer version. Good tutorial though. Very quickly and efficiently explained.
@lenstobrush72663 жыл бұрын
Amazing thank you! 😀
@Pixelfondue2 жыл бұрын
No problem 😊
@liquidebleu7 жыл бұрын
very cool tutorial, thanks :)
@MrMrShad0w4 жыл бұрын
Awesome!
@psydegoose82696 жыл бұрын
In my current project substance designer 2018.3.0 has the output connector of the "bevel" node labeled as "material" in stead of "height" and it pulls out a greenish dashed line and will not connect to the normal map. What does this mean and how can I fix it? edit: okay so by expanding the outgoing connection labeled "material" I am presented with "height" and "normal" however neither of them will connect with the normal node like in the video. SOLVED: figured it out, noob mistake, switching between graph modes seems to have done the trick. I believe I was in standard material mode, and even by expanding the outputs manually they would not connect with each other. however switching to graph modes 1 and 2 allow the connection. :) figured I would leave this up in case anyone else has this problem.
@scouts.39584 жыл бұрын
hey, I know this is a very old video but I can't seem to find a fix to my problem anywhere. on the gradient node, I can't move the precision slider. any fixes??
@ericksaldana3445 жыл бұрын
muchas gracias me hiciste un parote saludos desde mexico
@yumekommz51096 жыл бұрын
Thank you! it helped me alot
@СашаЛарин-с2с5 жыл бұрын
cool! Very useful!
@Rinka174 жыл бұрын
where is the wood fiber ? i use latest version of substance designer
@amandasantini62654 жыл бұрын
Did you find it?
@amandasantini62654 жыл бұрын
Just found out it's in "Directional noise" now.
@rangeslider7 жыл бұрын
Please correct me if I'm wrong but I think using the emboss node while building up height info is not correct because of how it creates angular light and shadow regions, whereas the height map should be top-down from the camera view.
@Pixelfondue7 жыл бұрын
You are correct : ) However, In this case, I used the emboss only in the normal map creation to provide just some subtle directional detail. The height map ended up being a blurred result without these details present. The height map provides the overall large from shapes and the high frequency detail is placed in the normal map.
@Dhieen5 жыл бұрын
when i plug the transform 2d node in the make it tile photo, it doesnt work, the link is in red, why?
@Te4mUp7 жыл бұрын
Please please PLEASE show how to make a countertop material like granite or quartz that would be AMAZING!!!!
@jantow63315 жыл бұрын
Wood Fibers o1 doesnt exist, otherwise great tutorial series!
@amandasantini62654 жыл бұрын
Just found out it's in "Directional noise" now.
@Dhieen5 жыл бұрын
there is alot of nodes that i dont have, like wood fiber 1 and perlin noise zoom, i have the 2018.2.2 version so its strange
@jemmy3275 жыл бұрын
directional_noise
@RexArtTv6 жыл бұрын
I don't have the ''Perlin Blur Zoom''
@Rogelio6548375 жыл бұрын
use only the perlin and changue the size
@watchtheskies7 жыл бұрын
Is it procedural if you are using tiled bit maps? I always thought procedural meant using mathematically generated textures using noise etc? I could be wrong though, it has been known! :)
@Pixelfondue7 жыл бұрын
You are correct : ) You can import bitmaps into designer and use them in the creation process. However, this would be a hybrid approach and not fully procedural. Also, the embedded bitmaps would increase the size of the exported substance material.
@mattw9406 жыл бұрын
unless the grunge map itself is procedurally generated, assuming they themselves are substances and can be found (must be stored some where) we can open them in substance designer.