Substance for Unity: Chapter 01-01 Understanding PBR | Adobe Substance 3D

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Adobe Substance 3D

Adobe Substance 3D

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@electricnightowl1131
@electricnightowl1131 8 жыл бұрын
This tutorial is the best explanation of PBR concepts I've seen. I'm following along with the trials versions of Designer/Painter, but you've easily earned my money by having resources like this. Thank you!
@Substance3D
@Substance3D 8 жыл бұрын
Thanks so much! Really glad to hear this was helpful.
@Enderquartz
@Enderquartz 8 жыл бұрын
From a person just starting out with PBR and substance designer/painter, this tutorial has helped me out a lot and taught me many important things.
@Substance3D
@Substance3D 8 жыл бұрын
Thanks! So glad to hear the course was helpful.
@Dominic_Muller
@Dominic_Muller 7 жыл бұрын
"A reflected ray is never brighter than the value it had when it first hit the surface" While this may be true 99.9% of the time, and is a good rule to follow in general, it is not *always* correct. Certain materials can appear (and actually are) brighter than the incoming visible light. This is because they break down higher-energy photons (ultraviolet, invisible to the naked eye) into multiple visible photons, thus reflecting not only the regular visible photons, but a few more that weren't visible before. This effect is called "day glow" or "neon". "Neon green" or "neon pink" construction paper is actually brighter than other materials when in the presence of ultraviolet light.
@Substance3D
@Substance3D 7 жыл бұрын
Very good points. Thanks for the posting this info : )
@setroid8235
@setroid8235 4 жыл бұрын
The question then becomes, "Is the out coming ray considered a reflected ray or an emitted ray (which happened to be induced by light)?"
@mattgrimaldi13
@mattgrimaldi13 7 жыл бұрын
Awesomely-awesome tutorials, even if one is not interested in Unity. Thanks Wes and Allegorithmic!
@Substance3D
@Substance3D 7 жыл бұрын
Thanks very much! Really means a lot to me. Really appreciate it.
@loekTheDreamer
@loekTheDreamer 8 жыл бұрын
thank you so much for taking the time to explain it in detail. best tutorials thus far.
@Substance3D
@Substance3D 8 жыл бұрын
+Luke Carelsen Thanks! That means a lot : )
@ZakDraper
@ZakDraper 8 жыл бұрын
This is an excellent introduction to PBR. I look forward to the rest of the tutorial.
@Substance3D
@Substance3D 8 жыл бұрын
+Zak Draper Thanks very much : )
@Denns300
@Denns300 7 жыл бұрын
Awesome course ! Extremely helpful. Was looking for this kind of detailed explainations about PBR. Thank you a lot.
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! So glad to hear you liked the video.
@MojoTunc
@MojoTunc 8 жыл бұрын
Thank you vey much for these tutorials. Very well produced and filled to the brim with knowledge. I have the 30 day trials but will be buying soon.
@Substance3D
@Substance3D 8 жыл бұрын
Thanks very much! Very glad to hear that videos have been helpful : )
@Felix-lg6cn
@Felix-lg6cn 4 жыл бұрын
Love this video, just wish I watch it last year before one of my project, would of save me a lot of time
@ashraf_dz4769
@ashraf_dz4769 8 жыл бұрын
I am waiting UE 4 version...and Thanks Allegorithmic..you are so GREAt
@Substance3D
@Substance3D 8 жыл бұрын
+Ashraf Mehanneshe I will create some UE4 specific videos to go along with this series. The Substance Designer and Painter parts will be the exact same.
@mentionedfirebread1115
@mentionedfirebread1115 5 жыл бұрын
Metal/Roughness Workflow Diffuse reflection is the reflection of light or other waves or particles from a surface such that a ray incident on the surface is scattered at many angles rather than at just one angle as in the case of specular reflection. Diffuse light is dependent on the material colors, light colors, illuminance, light direction and normal vector. Diffuse light/Diffuse reflectance/ Diffuse Color reflectance = Albedo or Diffuse or color map ------ Albedo*: only show characteristics of object, i.e dark metal, gold or silver Metallic map: Shows which metal or non metal i.e. mask *Example: Raw metal ------- Every surface has different reflectance value which is stored as color in albedo map(that's why shadows are avoided in albedo map) Different colors(F0) shows different reflectance values, Example: When spectrum of light of different colors hit apple(by unique material characteristics of apple) reflect red color more than any other color that's why see apple as red.
@MrKraignos
@MrKraignos 8 жыл бұрын
You guys at Allegorithmic rock ! Thank you.
@Substance3D
@Substance3D 8 жыл бұрын
Thanks! We greatly appreciate your support : ) We will continue to Rock ON!
@muhammadzeshan3873
@muhammadzeshan3873 8 жыл бұрын
Thank u so much Allegorithmic
@douka3993
@douka3993 8 жыл бұрын
Thank you Allegorithmic for the videos :)
@tommycho8031
@tommycho8031 Жыл бұрын
Thank you so much for the video. I just wanted to get this confusion out of my chest, is metallic reflectance same as specular reflectance?
@Marcos_____
@Marcos_____ 8 жыл бұрын
Sometimes I create FULL black values on my base color (and full white color on roughness in that same place) to mimic dark holes and voids, Is that ok ?
@Substance3D
@Substance3D 8 жыл бұрын
+Marcos Technically for PBR you want to avoid full back values in the base color. This is incorrect for albedo values. You want the ambient occlusion to take care of it. However, sometimes the micro surface is dense and you can't get enough of the darkness from the AO so it's then ok to place some of this dark value in the base color to help out the AO.
@Meteotrance
@Meteotrance 7 жыл бұрын
For a PBR Cycle render Blender workflow, is it better to use Albedo Rougness Metalic, instead of Diffuse Glossiness ? I can used both but i found a good node that works fine with your shading system, i also used Unity of course because sometimes real times is much quicker to see result than CPU rendering.
@Substance3D
@Substance3D 7 жыл бұрын
It depends on which format. I like metal/rough as I find it easier to work with, but there is an issue where bright metal color values will show as a white fringe due to the interpolation form the metallic map. The spec/gloss workflow will provide cleaner results. However, the fringing from metallic roughness is mostly visible when using lower res maps, so most of the time it's not an issue.
@Meteotrance
@Meteotrance 7 жыл бұрын
ok so better use 1024 or 2048 pixel resolution for a real PBR result, and the other is more acurate with some old school realtime raycaster method or Blinn and Lambert shader raytracing.
@feykrodesu3549
@feykrodesu3549 8 жыл бұрын
Great tutorial dude! And btw, just to satisfy my curiosity, how much tris does that asset have? I can't really say if those are all perfect normals or it has a lot of geo
@Substance3D
@Substance3D 8 жыл бұрын
+Feykro Desu Thanks very much : ) Which asset are you wondering about? Is it the character?
@feykrodesu3549
@feykrodesu3549 8 жыл бұрын
+Allegorithmic The upper body armor
@TheIcemanModdeler
@TheIcemanModdeler 8 жыл бұрын
Thanks for clarifying a lot of the questions i wasn't sure about like adding dirt over a metal, i was using a black color for the metal channel of the dirt layer over the white metal parts as i was thinking dirt isn't metallic so it shouldn't be. Heard it isn't good to use grey values in between white and black for the metal as i tends to create artefacts since objects are either metal or dielectric it this true?
@Substance3D
@Substance3D 8 жыл бұрын
+TheIcemanModdeler It depends. Its ok to use transitional values in the metal map. I give the example of a thin layer of dirt where you can get a blend of both materials. In this context, grey values are ok. I am thinking the artifacts would be related to the white edge I showed in the video. Just having grey values will not cause artifacts. Just make sure its set correctly in the metal map where if its lower than 235 sRGB, then you need to lower the value in the base color.
@TheIcemanModdeler
@TheIcemanModdeler 8 жыл бұрын
Allegorithmic I see, thank for replying and for the great tutorial, cheers.
@degged
@degged 8 жыл бұрын
Thank you, thank you, thank you!
@ArchVizPRO_TM
@ArchVizPRO_TM 8 жыл бұрын
Great tutorial! thank you so much
@Substance3D
@Substance3D 8 жыл бұрын
+ruggero corridori Thanks! So glad to hear you like the video.
@t2g4_channel
@t2g4_channel Жыл бұрын
awesome tutorial! thanks
@MikeBeyene
@MikeBeyene 8 жыл бұрын
Whoop, whoop! Finally!
@MikeBeyene
@MikeBeyene 8 жыл бұрын
+Michael Beyene respectfully...
@srikanth9307
@srikanth9307 7 жыл бұрын
which is that 3d model asset that is used in the thumbnail of this video pls somebody reply
@Substance3D
@Substance3D 7 жыл бұрын
This is an image from the Substance image gallery. I'm sorry but I don't have more information.
@StudioNicomedia
@StudioNicomedia 4 жыл бұрын
can someone tell the name of music plz ?
@jokesterthemighty227
@jokesterthemighty227 8 жыл бұрын
So how we can control the F0 inside SP? Will I have to switch the shader to specular?
@Substance3D
@Substance3D 8 жыл бұрын
+Jokester The Mighty We don't have a method to control it at this time. The metal/rough shader doesn't have an input for this. If you are using Unity, then their metallic shader doesn't have control as well. If you want to have full control over dielectric FO, then you would need to use Specular workflow. share.allegorithmic.com/libraries/15
@jokesterthemighty227
@jokesterthemighty227 8 жыл бұрын
That's what I'm currently doing for Unity but some models inside SP look pretty shiny on towards the edges so idk why is that. Could it be a stretched UV issue and not the F0 doing that?
@Substance3D
@Substance3D 8 жыл бұрын
+Jokester The Mighty That doesn't sound like an F0 issue. The F0 controls the amount reflected not the rough/smoothness of the appearance. Shiny at the edges would have more to do with the Fresnel shader code. Can you post in our forums the issue you are seeing?
@jokesterthemighty227
@jokesterthemighty227 8 жыл бұрын
I think it was the uvs because I split the model into parts and with different uvs and I can't seam to recreate it and as you might guessed I don't have the previous version of the model now. Maybe it was the packed uvs combined with low res (1k) idk. I'll make sure to make a post if I come across it again
@srikanth9307
@srikanth9307 7 жыл бұрын
what is that 3d asset model that is been used for this video
@Substance3D
@Substance3D 7 жыл бұрын
You can find the asset here. share.allegorithmic.com/libraries/427
@JasonJason210
@JasonJason210 4 жыл бұрын
Is the PBR the new way now?
@JackTheRocky
@JackTheRocky Жыл бұрын
20:50 so, errr, how do I darken the material then...?
@BboyFTW1
@BboyFTW1 8 жыл бұрын
I really liked this tutorial, it explains a lot, especially the edge artifacts which bothered me recently. Bear with me, I am a programmer. So I want to make a good looking asset. I model it in my 3d modelling application. Then is unwrap it, but the problem is that there are so many faces to unwrap and I end up with a really low texel denisty on individual faces because I want to fit everything into the 0-1 space. Any artist here that could give me a quick hint on how to improve my uv map?
@Substance3D
@Substance3D 8 жыл бұрын
+BboyFTW1 There are different ways to handle this. You can break up the mesh using materials. This will allow you to separate the polygons associated with the material ID into its own UV space. This provides a better texel density by minimizing the number of polygon shells that fill the 0-1 space. However, each material will then need its own texture. This is the way to work in Substance at this time. You can also use multiple UV tiles and UDIMs. However, these methods are not supported by Substance at this time, but they will be in the future.
@BboyFTW1
@BboyFTW1 8 жыл бұрын
Hey, thank you for your answer. I was able to assign different materials and made two different uv maps for individual parts of my mesh. However when I import it (the fbx file) in Substance Painer, only one Uv map is shown, but two different "mesh parts". Can you help me here again?
@m1stergh0st
@m1stergh0st 8 жыл бұрын
THIS IS AWESOME.
@Substance3D
@Substance3D 8 жыл бұрын
+Sahir Irfan Thanks much!
@msons
@msons 7 жыл бұрын
The pbr validate node is not working in painter 2.5. Can anyone tell how to use it or any new updated version...Thanks....
@Substance3D
@Substance3D 7 жыл бұрын
Just checked it and it's working for me. Import the sbsar file as a filter into your shelf or project. Then, drag the filter to the top of the layer stack. This will automatically set the layer channel's blending modes to pass through automatically. It sounds like you don't have the channels for the layer set to pass through.
@msons
@msons 7 жыл бұрын
Yes! after importing as a filter it is working fine...Thanks a lot for your time and attention.......
@KvitDima
@KvitDima 7 жыл бұрын
You are awesome, thank you!
@Substance3D
@Substance3D 7 жыл бұрын
Thanks very much!
@matthews7895
@matthews7895 8 жыл бұрын
Thanks for the videos :)
@OddBranch
@OddBranch 8 жыл бұрын
Can you use it on default unity terrain?
@Substance3D
@Substance3D 8 жыл бұрын
+SG Producer No, you can't use Substances on the Unity terrain objects.
@Substance3D
@Substance3D 8 жыл бұрын
+Hired GunGames Well that is true : ) You can export static textures from Substance Designer for use on the terrain. I was thinking solely of a substance material. Thanks for posting the workaround : )
@Johndiasparra
@Johndiasparra 8 жыл бұрын
+SG Producer If you use Relief Terrain Shader(which you should be). You can slot in Substance Archives, and if you have proper outputs set, it can grab its texture layers ( Diffuse (Alpha == Specular Map)), Normal Map, and Height map. For each terrain layer. You can also stick a plane mesh to your terrain and paint triangles onto your terrain (which can have SBSAR attached and procedurally edited).
@Substance3D
@Substance3D 8 жыл бұрын
+John Diasparra Thanks John for the detailed info. I wasn't aware you could do this.
@maxgrechkovskiy7798
@maxgrechkovskiy7798 6 жыл бұрын
awesome tutorial!!! Thank you
@Substance3D
@Substance3D 6 жыл бұрын
Thanks!
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