Just perfect timing for Xmas with a snow node and frost node in puddled water. Fantastic.
@Substance3D8 жыл бұрын
Merry Christmas : )
@rangeslider8 жыл бұрын
Dear Allegorithmic, *tight hug* love you
@Substance3D8 жыл бұрын
Thank you so much! We greatly appreciate your support.
@AceAlmighty138 жыл бұрын
You took the words right out of my mouth. Or keyboard.
@Scizzz8 жыл бұрын
Jesus. You guys keep making our jobs easier and easier so we can focus on the ART. You guys a literally magicians. This is amazing. Thank you! That "Make Art" button isn't too far off. xD
@Substance3D8 жыл бұрын
Thanks very much! So glad you like the update. : )
@MrTheGameNarrator7 жыл бұрын
This is without a doubt the best performing Software I've ever had the pleasure of using
@Substance3D7 жыл бұрын
Thanks very much! We are so glad to hear that : )
@FlynTie8 жыл бұрын
You guys never disappoint! I had made myself a similar system for water puddles before based on an inverted height and the ao for some form of soft blend for the edges but it never really worked out the way i want it to be. I will happily dissect your approach and then trash mine and use yours. :D Thanks a ton guys!
@Substance3D8 жыл бұрын
You are most welcome! So glad you like the update.
@戴巍-s7i8 жыл бұрын
yes. I created a very similiar node before. and I think a lot of people have done the same thing like us. But you guys take it further, this node is absolutly better than mine. Thanks. Btw, sometime I want to use the 'water mask' in my offline renderer, hope it could.
@Substance3D8 жыл бұрын
So glad you like the new nodes : )
@DPDPDPDP7 жыл бұрын
The Height Blend Node is a whole new workflow for me, damn, Also HBAO node, that sick.
@Substance3D7 жыл бұрын
Thanks! Glad you like the new nodes : )
@elk_h8 жыл бұрын
Awesome stuff guys. I saw the competitor's tool set and was waiting eagerly for your asnwer, knew you wouldn't disappoint. And thank you Wes for the great video :]
@Substance3D8 жыл бұрын
Thanks! We have much more to come as well : ) So glad you like the video.
@bobcharlotte87248 жыл бұрын
Must be exhausting for you guys to constantly raise the bar with every update you guys do... Amazing stuff
@Substance3D8 жыл бұрын
Thanks! We do our best to keep improving : )
@coolbeans90388 жыл бұрын
allegorithmic, hats off to you guys, i gotta hand it to you, other industrial grade softwares should learn from you guys. this software is really affordable and worth every fucking penny, cant wait to buy it.
@Substance3D8 жыл бұрын
Thanks! Very glad to hear you are pleased with the products and pricing. Means a lot to us.
@Enderquartz8 жыл бұрын
6:40 Yeah, but nothing has changed much OH MY GOSH THAT LOOKS GORGEOUS
@luisdavidsalmeronberbel44028 жыл бұрын
Wow!! Congrats for this version, today is a happy day for texturizers, I think naughty dog is very happy now!! In my university use photoshop for textures and i simply laugh with their problems, i can´t imagine make all this new features manually, it´s impossible.You put the texturize process in another level and i really think every person who studies 3d he must study substance
@Substance3D8 жыл бұрын
Thanks very much! So glad to hear you like the toolset.
@ZeHatsu8 жыл бұрын
The water Level node makes making puddles so much easier, thank you Allegorithmic, (I'd like to be able to change the water colour as well but this is a start)
@Substance3D8 жыл бұрын
Thanks! You can change the water color using the Sludge color and settings.
@ZacVrono8 жыл бұрын
Oh wow lol. This is basically an official version of a tool I made back for the substance designer contest. Glad it is an official tool now.
@Substance3D8 жыл бұрын
Thanks! Did you post your version on Substance Share?
@ZacVrono8 жыл бұрын
Allegorithmic it was within "the destructable wall" entry. I got 3rd in urban category. I think I called it min max blend. it blended 2 input color maps by thier height. it didn't have as much cool stuff as your guys does. it was used for blending wooden beams into a wall stuffed with insulation, so insulation would only show when actually in front of the beam. I used the pixel processor node to make it. Between that and other tools I had that handled specific effect that yours just has all in one lol. oh and yes, it is on substance share still.
@tontonjeannot60898 жыл бұрын
You guys are schmeekin' wizards. I bow down.
@Substance3D8 жыл бұрын
Thanks! We always aim to do our best for our users.
@bytrebz8 жыл бұрын
Thanks for this Update! I always wanted to combine my scans with Substance. Now it works much more better! Keep going on with scan blending!
@Substance3D8 жыл бұрын
You are most welcome! More to come : )
@CynicatPro8 жыл бұрын
the new normal and AO nodes look so dope! X3
@bicer67428 жыл бұрын
Dr.Gavagai me too :D
@Substance3D8 жыл бұрын
Thanks! It's a huge improvement over the previous version.
@戴巍-s7i8 жыл бұрын
I got a question. Could the new AO and normal node take the old ones place totally ? If yes, does it mean,we will never use the old ones from now on? If no, under what condition should I use the old ones? The real difference between the old and new ones didn't figure out in this video.
@CynicatPro8 жыл бұрын
戴巍 The new nodes are based on real world scales. there are very few reasons to use the old ones. the AO is basically better in every way. the normal is more reliable and predictable. basically no reason to ever use the old ones as i see it. X3
@JezzGT7 жыл бұрын
this look amazing! *Breathing Intensifies*
@Substance3D7 жыл бұрын
Thanks! More to come soon : )
@QuantumTheoryEnt8 жыл бұрын
Suggestion for the future: Can you put in the description the time for when each feature is explained?
@Substance3D8 жыл бұрын
Yes! Thanks Pete very good suggestion : )
@Kipachuu8 жыл бұрын
I used up my trial but I'm definitely going to purchase this soon.
@Substance3D8 жыл бұрын
Thanks! Let us know if you have any questions.
@mattgrimaldi138 жыл бұрын
Oh yes! Once again, awesome tutorial!
@Substance3D8 жыл бұрын
Thanks! So glad you liked the video.
@edersouza18818 жыл бұрын
Amazing improvements. well guys :)
@Substance3D8 жыл бұрын
Thanks : )
@howl138 жыл бұрын
thank you for the early Christmas present !!
@Substance3D8 жыл бұрын
You are most welcome : ) Thank you for using Substance : )
@jamesblackwell82648 жыл бұрын
This is pretty fantastic
@Substance3D8 жыл бұрын
Thanks! Glad you like the updates.
@shubhamsingh27197 жыл бұрын
I Can Listen You For Hours :)
@Substance3D7 жыл бұрын
Thanks! So glad to hear I don't sound annoying : )
@d.r.14028 жыл бұрын
A input position map can get confused with well, a baked Position Map.
@Substance3D8 жыл бұрын
Yeah, they are actually two different things indeed. The position input is not a position map. It's just a map to drive the position value of the histogram.
@Mart-E128 жыл бұрын
That is insane!
@erikm97688 жыл бұрын
I love the new nodes, keep up the great work!! Specifically snow cover, wow! Btw, Allgorithmic , any chance of uploading videos in 4k? even though the video is sourced from 1080p the general sharpness is so much better and its so much easier to read text that is otherwise a little bit blurred.
@Substance3D8 жыл бұрын
We don't have plans to create and edit the videos in 4K. I will look into this though.
@erikm97688 жыл бұрын
Thank you so much!
@rajeshkumaragrawal3682 Жыл бұрын
Hi, can you arrange the link of tutorial on Rusty Metal of Diamond plate? Regards
@Zilushy8 жыл бұрын
This is nuts !!
@LEGIT1348 жыл бұрын
The love the water:)
@cub1ko8 жыл бұрын
Allegorithmic outperforming Quixel's MegaScans Layer system singlehandedly
@Substance3D8 жыл бұрын
Thanks, we want to work well with all tools so we wanted to add nodes for working with scans
@CGFUN8298 жыл бұрын
.
@CGFUN8298 жыл бұрын
Is there a sample scene where i can play with? maybe like in this video ? just to have an idea and compare it megascans studio!
@CGFUN8298 жыл бұрын
***** Omg i didn't know about this Substance Source till i went to site thank you am now discovering things :)
@trycgorank80338 жыл бұрын
Jeremie Noguer
@CGFUN8298 жыл бұрын
Is there a sample scene where i can play with? maybe like in this video ?
@Substance3D8 жыл бұрын
You can grab some of the free substances on the Source homepage. source.allegorithmic.com/#/substances/home Cliff Stylized Mossy would work well to test the filters.
@rauschundluxus8 жыл бұрын
innovation matters, indeed
@Substance3D8 жыл бұрын
We agree : )
@andr1017 жыл бұрын
This tool looks super handy, thanks for sharing it! Only thing that didn't covince me is the snow. I lke how it works, but don't like those flat flakes. Given the granular nature of snow, my understanding is that some of those flakes should shine and reflect a lot, right? I don't see any specularity at all.. Wonderful tool anyway, guys (-:
@Substance3D7 жыл бұрын
Thanks! The flakes to have specular hits. I think it's just hard to see in the video as it's subtle.
@adamdavidkenyon66648 жыл бұрын
Any chance of you updating your software to support higher DPI monitors such as 4k? It would be nice as I have a bigger monitor of 50inches at 4k resolution. Nice video too btw.
@Substance3D8 жыл бұрын
Thanks : ) Actually Designer and Painter do support high DPI monitors. It should be working with 4K monitor. We made this update recently. I think it was a version or 2 ago. We don't have any settings to control the DPI, but when using a 4K monitor it should scale. I'm using a 4K screen and the UI is rendering correctly for me.
@adamdavidkenyon66648 жыл бұрын
Allegorithmic Ok thanks! I'll look into this.
@Emma-lr2no3 жыл бұрын
Hi I know this was posted 4 years ago, but I've got Substance Designer version 11.1.2 and 'Water level' doesnt seem to be a filter available anymore? Is it deprecated or is it named something else now? Many thanks!
@marijanfabris99836 жыл бұрын
is there any plugin that can apply any PS filter but taking geometry into account? so the effect could be seamless? thank you
@Substance3D6 жыл бұрын
We don't have anything like this pertaining to PS filters. However, you can create map input nodes that take baked data from the mesh such as normal, world-space, AO, position. These input maps give you data about the mesh and you can then create various effects from that data.
@jamesblackwell82647 жыл бұрын
I am trying to use this for my level design in Unreal engine. What is the best way to go about this? is it required to be used with the Height map and tesselation or is there a more efficient way by using pre-existing geometry and having only the water use tesselation.
@Substance3D7 жыл бұрын
The filter uses the height map to blend. You will need to create or import a height map for the filter. You don't have to use tessellation. The video used it because it helps to show the effect.
@jamesblackwell82647 жыл бұрын
Allegorithmic awesome thanks for the quick reply!
@NihalRahman1237 жыл бұрын
So The New AO Node Is Using HBAO As A Baking Method ? i Am Confused Of How It Works
@Substance3D7 жыл бұрын
It's not a bake. It uses the Horizon Based method to calculate the AO which is much better than the original AO node.
@NihalRahman1237 жыл бұрын
Oh So , Its Basically Using The HBAO As AO Method , Gotcha ;)
@eXeCuzeje8 жыл бұрын
Hi, I am at the moment playing around with the snow covering filter. I realy do like the filter but i was wondering if it is possible to use this filter on geomtery instead of an height map. So not on a flat plane but real geometry. Would be awesome if you guys can explain to me how this works :)
@Substance3D8 жыл бұрын
I'm sorry but you can't use this directly on geometry. However, since you are using baked maps you essentially are using geometry information. The node uses the height and normal for the blending.
@mcmaurice18668 жыл бұрын
very good news !
@Substance3D8 жыл бұрын
Thanks! Glad you like the new filters.
@jeansebastianrodriguezgome31852 жыл бұрын
Nice man ty
@Marienkarpfen7 жыл бұрын
how do you even make such insane roots
@Substance3D7 жыл бұрын
In this case, this content is from scanned data.
@briangonzalez9078 жыл бұрын
can you do a tutorial on this material
@IPpainting8 жыл бұрын
"this material" lol
@Substance3D8 жыл бұрын
This material is actually scanned data that is blended using the new height blend node. It's not fully procedural.
@briangonzalez9078 жыл бұрын
Allegorithmic thank you for replying but you can't make a tutorial of the nodes that you using this one like you done is previous textures
@Substance3D8 жыл бұрын
Ah, I see what you mean. We can create a tutorial on using these nodes. This video pretty much covers it but future material creation videos will use these nodes. We have material videos planned for the getting started series.
@SuWoopSparrow8 жыл бұрын
So can we expect texture scans to turn texturing jobs into tedious janitorial cleanup in the future?
@qazmorr54098 жыл бұрын
Version 5 and still there is no way to save or bookmark the camera position, or am I the one who doesn't know how it's done ???
@Substance3D8 жыл бұрын
I'm sorry we don't have a way to save or bookmark the camera position. However we support cameras in the FBX file so you can setup camera positions and import them as part of the FBX. In the Camera menu in the 3D view you can switch between the cameras.
@protanopia8 жыл бұрын
Is the root a nested substance or something? not understanding what nodes it has.
@Substance3D8 жыл бұрын
The root is just another substance. Its a material. We are just blending it with another material using height.
@gamingmoments73058 жыл бұрын
if i get the pro version of this will i be able to use it commercially? Or do i need the Indie version.
@coolbeans90388 жыл бұрын
you can use the indie version commercially as long as you don't make over $100,000 a year. id recommend you to get it from steam.
@Substance3D8 жыл бұрын
I confirm you can use the indie version commercially as long as you don't make over 100K per fiscal year.
@JaiKishanSankla7 жыл бұрын
the displacement is not shown in the viewport in my pc
@Substance3D7 жыл бұрын
Are you using the Tessellation Shader? It's not enabled by default.
@sebastianotto34838 жыл бұрын
id love to get my hands on this root material. where can i get it?!
@Substance3D8 жыл бұрын
This is from scanned data. I can check to see if we can distribute this material. You can get some free scanned files from Source on the home page. source.allegorithmic.com/#/substances/home
@sebastianotto34838 жыл бұрын
this would be cool. i checked the free samples but compared to the rich roots material you are showing here they are fairly simple (and flat)
@rirath8 жыл бұрын
Thanks guys, these nodes are very much appreciated. I've been doing a lot of scan based work these days and the tools available out there are still few. Next step is getting scan data to seamless in fewer steps. :) In the "Go Scan the World!" post you mentioned at the end: "In the coming weeks, we will also publish a second part to this tutorial covering how to convert a scan like this into a seamless PBR material Substance Painter and Substance Designer." -- Is that still in the works? I'd welcome any tools or tutorials on making photogrammetry / scans into seamless textures. My current workflow uses Bitmap2Material's "Make it Tile" with relief set to 100% input height map (baked from scan data to a plane in Blender) and relief tiling turned on. It works, better than anything else I've tried, but more tools or workflows are always welcomed.
@Substance3D8 жыл бұрын
We are working on more tools for working with scan data and removing seams. We will have more to share on this. I will check on the 2nd part of the tutorial.
@Substance3D8 жыл бұрын
The tutorials are still in the works and plan on releasing them in the coming weeks.
@rirath8 жыл бұрын
Allegorithmic - Awesome, looking forward to it. Thanks for checking in.
@atheran7 жыл бұрын
Any chance we can use the snow cover with a custom snow substance?
@Substance3D7 жыл бұрын
Yes, you can use the snow cover substance with custom nodes.
@naifox16 жыл бұрын
This New Filters has wet surface ?
@Substance3D6 жыл бұрын
Yes, we have a new wet surface node.
@ataca4308 жыл бұрын
WOW!! I feel soon abrupt RPG game with your technologies of change of weather will appear))
@Substance3D8 жыл бұрын
Awesome! Please let us know how it goes. Would love to see this in action
@indidev10737 жыл бұрын
when installing water level of the filter occurs when exporting a mistake, how can I fix?
@Substance3D7 жыл бұрын
I'm sorry, I'm not sure I understand the issue. Are you getting an error?
@staughost8 жыл бұрын
Hey are those scanned files available for testing?
@Substance3D8 жыл бұрын
You can grab some of the free substances on the Source homepage. source.allegorithmic.com/#/substances/home Cliff Stylized Mossy would work well to test the filters.
@yonjuunininjin8 жыл бұрын
Man, I'm just 20 sec in and I want to make this root material, put some heavy tesselation on it and see how it looks like in Unreal Engine :3
@Substance3D8 жыл бұрын
It's very cool! Really like this material as well.