Thank you so much, u are such the greatest instructor i've eard thoses last month !
@Substance3D5 жыл бұрын
Thank you!
@devinsmith349 Жыл бұрын
Extremely helpful. thank you! We need this detailed technical info to be covered
@AyushBakshi4 жыл бұрын
11:30 Respect 100. Accepting that there's a bug instead of forcing that as a 'Feature'
@randybowie253 жыл бұрын
I realize it's pretty randomly asking but does anybody know a good place to stream new movies online?
@randybowie253 жыл бұрын
@Armani Jaylen thanks, signed up and it seems like they got a lot of movies there =) Appreciate it !
@armanijaylen85913 жыл бұрын
@Randy Bowie Glad I could help :D
@BigBrolls2 жыл бұрын
Just a PSA: ^These two dickheads above me^ are actually the same person talking to themselves with sock puppet accounts trying to shill a shitty streaming service. Glad I could help. :)
@lov3ly29811 ай бұрын
@@armanijaylen8591 seems a bit like an ad from ya both,xd
@theravendemon5 жыл бұрын
Would you guys be able to make a guide going further into advanced colour depth? For example, instances where we may want to use HDR 32F?
@Substance3D5 жыл бұрын
Yes, that is a good idea. You could use 32F for displacement. Another is with color blending. This topic would make a good tutorial indeed.
@marwans40184 жыл бұрын
@@Substance3D plz make an advanced tutorial about color depth and color space
@thanoszag65634 жыл бұрын
Thank you for your very nice tutorials. I have observed that at the height construction, the Height of the Shape Splatter of the Small Twigs is inserted in the Background Height of the Shape Splatter of The Large Splatter. But, at the 00:30 at the Albedo sector is happened the opposite ( The Output of the Shape Splatter Blend Color of the Large Twigs is inserted in the Background Color of the Shape Splatter Blend Color of the Small Twigs). I think that this is a mistake because the colour of the small twigs overwrites the color of the large twigs. What do you think? Thank you.
@Substance3D4 жыл бұрын
Yes : ) Looks like a mistake I made in the order in which I hooked up the nodes. Very sorry for the confusion here.
@karanpratapsingh50224 жыл бұрын
Thanks, good catch!
@chomp55584 жыл бұрын
Hi there. Thanks for this series in the first place. Around 15:00 you changed the normal map to 16 bits and the base color then had a reduced processing duration. When I did that, the processing duration increased from 35 up to 49. Why did it increase, eventhough I decreased the bits. Why?
@Substance3D4 жыл бұрын
This processing increase is only a snap shot a given moment. It can help you to see which nodes processes take more time but it's only an idea. It's really dependent on how the nodes processed in the graph at that moment. It's best to use it as an idea but not to rely on it as 100% view of the optimization.
@hadrienblanchetiere-faivre85748 күн бұрын
for those wondering, yes, it's 2024 and the bug with shape splatter having broken output format has been reintroduced at some point in the last 6 years. thanks adobe!
@Soulsphere001 Жыл бұрын
I worked on this tutorial some time back, but I have yet to complete it. After looking at more information regarding colour, I do have a question regarding the generally accepted best practices when it comes to colouring things for a PBR material. I noticed that in the tutorial, we are using a curvature smooth as the base that we add colour to. Is using curvature a good idea? I have read, in some places, that one doesn't want shading information in their colour, so I am wondering if using curvature is a bad thing. Besides, the normal map should implement that information anyone. So, after that long winded paragraph, is it a good idea to use curvature when creating a colour map?
@VideoSage5 жыл бұрын
In theory, if you set the very first Shape Splatter to 16bit, wouldn't that change everything from there on to 16? I have done this, but it does not appear to propagate this change, even on it's node. Using version 2019.1.2
@Substance3D5 жыл бұрын
It depends on the nodes and how their output size is set. They could be set to relative to parent which would not allow them to inherit from the incoming input data.
@Ziflinz4 жыл бұрын
@@Substance3D It appears that when setting Shape Splatter (greyscale) nodes to "Absolute", changing the Output Format bit depth has no effect. The output still shows as being L32F. Is this a bug or intended for some reason? This is with 2020.2.1 (v10.2.1)
@JammieDodder5 жыл бұрын
Setting my Base Material Height Range to 1 made the result in the 3D view look way too extreme, is this something that has changed since 2018.3.1?
@Substance3D5 жыл бұрын
Setting the height range to 1 will use the full value of the input height. By default it is set to 0.5
@rajuallenjp4 жыл бұрын
Same thing happended to me. I'm using 2020.1.3 version. I have set it back to 0.5. Does it affect height output in the end?
@paulvollet3 жыл бұрын
@@rajuallenjp Had the same problem. In a previous chapter he set the Scale under Materilas>Edit to 20. Maybe he changed it in the process back to 10. Just for the next people who stumble about this (:
@Noise_bubbles Жыл бұрын
I was so confused by this too. I put mine back to 10 and adjusted the shape splatter smoothing thingy settings because my twigs were crazy jagged @@paulvollet
@Th3CurlyGamer3 жыл бұрын
So is bits per channel basically just the quality of the result generated by that node? So you use C16 for all the blends and levels etc for the quality but to save memory that's why you change the colour splatter to C8?
@Substance3D3 жыл бұрын
Pretty much yes.
@abitw2104 жыл бұрын
I've had 0ms everywhere, when i switched this Blend mode to Absoulte 16B, the higher ms values showed up
@Substance3D4 жыл бұрын
The values will change often and you can think of them as a snap shot in time. The 0ms was that the nodes were computed before showing the value. Once you stared making changes the nodes then recomputed to reflect new values. It will change as you work. It's best to look at the ms number as guide to give you an idea of what nodes are heavier to compute.
@streamcookie49015 жыл бұрын
Why are all my timing numbers at 0 ? Can someone explain please?.. Nevermind it Shows up now after demoting the first node.
@christophkrass69293 жыл бұрын
I have the newest version. Dont know which one it is, but I downloaded it three or for days ago... When I force the Shape Splatter node to an absolute value of 16bpc it does some processing, but nothing changes^^
@exfrigidanocte2 жыл бұрын
I'm using the latest version and it still has the same bug, I can't change the splatter node bit depth.
@marwans40184 жыл бұрын
So raw value is 1.0 ? And linear value is 2.2? Correct me if that is wrong. And how to set the color space in substance designer and why we need to do that, i mean when i want to import the textures in 3ds max how i know that i need to put the diffuse color to linear and other maps to 1.0
@fusion53295 жыл бұрын
I know i have commented a lot. Sorry about that. But i have to ask. Why the does the color depth matter? I couldn't honestly give a shit about the computation time. As long as i get a fantastic looking material i am happy. I mean having it at lets say 8 bits vs 32 bit will that even make an impact on frames per second on a platform like Unreal Engine 4? Does it make a difference i guess my question is. On performance or the actual quality of the material?
@kylez17505 жыл бұрын
same question here
@Substance3D5 жыл бұрын
Please feel free to always ask questions : ) For performance, don't think of it like running a game in realtime at an FPS. The computation time is about how long a node takes to compute by the substance engine. The longer it takes to compute, the longer parameter changes take to update or the material takes to open. If you can work faster, it's a much more creative experience.
@pygmalion8952 Жыл бұрын
@@Substance3D this is more about changing it in, let's say painter, procedurally then? just makes it faster to change settings.
@craigwall20815 жыл бұрын
I'm still pretty new to Substance, but I'm often outputting to video production and want some of my Painter outputs to be 32 bit (esp depth/displacement). Is there a way to mix/match color depth outputs on export?
@Substance3D5 жыл бұрын
Unfortunately we don't have an option for this yet. I spoke to the dev team about it. I do believe this is planned as we getting requests for this. Thanks much for your feedback!
@interferonmusic6 жыл бұрын
i ran into the bug where nodes get locked at C32F so i upgraded designer to 2018.3.1 and the bug is still here, so strange that it works for you in the video. any ideas?
@Substance3D6 жыл бұрын
Is this with the Shape Splatter node being locked at C32F?
@interferonmusic6 жыл бұрын
@@Substance3D yep, it seems to be only shape splatter nodes that are locked
@copyofblah5 жыл бұрын
I have the same issue. Shape Splatter Blend Color /can/ be changed. The normal Shape Splatter can not.
@brod5155 жыл бұрын
same problem here... version 2018.3.1
@hardroosterlabs38145 жыл бұрын
I think I have the same issue. Everything coming into the shape splatter is 16 bit, but the shape splatter is stuck at C32F, and changing it from relative to parent, relative to input...doesn't do anything, it's always at C32F (Using 2019.2.0)
@marwans40184 жыл бұрын
Can anyone help me , why raw image when i import it in 3ds max i need to override the gamma to 1.0 ? And jpeg image to 2.2 ?