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Csabi Kalanyos
เข้าร่วมเมื่อ 17 มิ.ย. 2014
3 Ways To Improve Your Substance Designer Texturing
Hi there, In this video i wanted to let you know some tips which will hopefully improve your substance designer texturing skill.
มุมมอง: 173
วีดีโอ
Easy and Fast way to make Snow in Houdini ( Redshift)
มุมมอง 5353 หลายเดือนก่อน
Hi Everyone, in this video i will show a quick method of creating snow in houdini using redshift as render engine. As for the shading part it should work the same in any render engine like blender cycles or arnold as the subsurface scattering principle remains the same.
Basic Canyon Terrain Breakdown - Houdini Heightfields
มุมมอง 3373 หลายเดือนก่อน
Hi everyone, in today's video i show you the basic steps to create a canyon scene in Houdini with heightfields, some of the features are creating terraces, masks for the water and scattering basic elements like trees, rocks, bushes using heightfield scatter.
How to Make a Procedural Iceberg in Houdini / Redshift in 4 minutes
มุมมอง 1.5K4 หลายเดือนก่อน
Hello everybody, in this short breakdown i go over the process of creating a cg iceberg in houdini using redshift as render engine. The process involves using heightfields to generate the main chunk of ice, adding erosion, converting it to vdb as well as the shading part which is made using the redshift standard material, and mainly using subsurface scattering.
Creating a Giant Sequoia: Part 2 - Speedtree Breakdown
มุมมอง 1334 หลายเดือนก่อน
Hi again, in this second part of the video o breakdown the speedtree part of the giant sequoia, if you enjoyed the content make sure to subscribe to the chanel.
Creating a Giant Sequoia: Part 1 - Bark Creation with Substance Designer
มุมมอง 1065 หลายเดือนก่อน
Hi, in this video i have a short breakdown of the creation process of a bark material in substance designer.
Matrix Pattern in Substance Designer ( Week 3 )
มุมมอง 252ปีที่แล้ว
Matrix Pattern in Substance Designer ( Week 3 )
Shapes and Patterns in Substance Designer Week 2
มุมมอง 220ปีที่แล้ว
Link to my Artstation : www.artstation.com/csabikalanyos
Shapes and Patterns in Substance Designer Week 1
มุมมอง 345ปีที่แล้ว
Hi, in this first video from the Substance Designer shape and patterns series, i will show you how to create a background pattern from scratch. Link to my Artstation : www.artstation.com/csabikalanyos
Mastering Substance Designer for beginners
มุมมอง 9162 ปีที่แล้ว
Hey ! You can get the course from this link : bit.ly/mastersdref In this course i will guide you through the process of creating these damaged tiles in Substance Designer. The course is 203 minutes long and it is a step by step guide, fully narrated. Some of the features you will learn throughout this course include : -Creating variation for your materials -Masks as one of the foundations of pr...
Mastering Substance Designer for Beginners - Free chapter
มุมมอง 1.1K2 ปีที่แล้ว
Hey ! You can get the course from this link : bit.ly/mastersdref In this course i will guide you through the process of creating these damaged tiles in Substance Designer. The course is 203 minutes long and it is a step by step guide, fully narrated. Some of the features you will learn throughout this course include : -Creating variation for your materials -Masks as one of the foundations of pr...
Moon Surface in Substance Designer
มุมมอง 2.6K2 ปีที่แล้ว
Hi everyone, hope you enjoy this video where i break down the process of creating a moon surface in substance designer.
Create a Lava with 22 nodes- Substance Designer
มุมมอง 16K2 ปีที่แล้ว
Hello Guys, i am glad to present you my second video, Subscribe for more content !
Create a rock with 15 nodes - Substance Designer
มุมมอง 3.8K2 ปีที่แล้ว
Hi Guys, here's my first video where i walk you through the process of creating some rocks in substance designer
Tutorial on how to set this up?
This is a very good exercise. Thank you
Good tutorial, thanks for sharing.. Make more trees, please.
Thank you, I will.
Wow! I did basically the same thing, I made magma basically, tho this looks way better ❤
Came here from MRenders
Awesome
Thank you !
Pls show the node setup not only the viewport.
Will do so for future videos, thanks !
Thanks, looks great !
Glad you like it!
Extremly useful... thanks a ton Man 👍👍👍👍
would you consider making a course out of this concept? Perhaps for a the end result being a large scale seamless texture set? Not too much available out there for lunar surface materials
Hi Jason, i will get back to creating content in the following weeks, but probably i won't have anything related to lunar surfaces in the near future. But i will have other SF stuff.
how did you get the emissive nod? i tried finding it and couldnt found it
I really enjoy your pace and style of teaching, thank you for sharing your knowledge!
I'm glad you enjoyed it, thank you !
Awesome video, man
Hey Do you sell on Gumroad?
Thanks a lot for this wonderful tutorial!
Brilliant!
Not too complicated and looks great. Can be used for different scales as well. I'd love to see the node graph closely as I'm learning designer at the moment.
Thanks for the wonderful lesson. I managed to get rid of the tiling with "Make it Tile Photo" node.
Very Cool!
This looks great! thank you for this
yo guys its kinda broken. the texture will have seams
Such an awesome texture and super helpful video, and good to see a more realistic Pahoehoe style of lava! I followed what you did, the best I could, but I found that in your 3D view, the ambient occlusion seems to be really strong, and I couldn't get the same result. This was especially noticeable at 2:56 The little detail holes from the noise were fairly flat, barely doing anything to the texture. I also noticed this in earlier steps, the contrast of your 3d View just seemed way better than what mine was showing, so I thought I was doing something wrong. What are the settings in your 3D view? I have my tesselation scale set to 10, but I'm wondering if you've got yours set higher. Anyway, thank you so much for showing how you made the lava. I had been trying to make my own lava, and while I got decent results, this definitely is a much nicer, and neater solution than what I could create. You are awesome! :D
Hi, i appreciate your words ! I think the Height Depth at the ambient occlusion is set to 0.3 instead of 0.1, As for the tesselation scale...i am not sure, that resets everytime you start designer, anyway...the final look is given in Marmoset toolbag, that's where you define the scale of your mesh if you were to present it. Hope it helps !
@@csabikalanyos1607 Thank you for the quick reply! This has been super helpful, thank you! 🤘
Don’t think me a bore, I only study Substance Designer myself, but let me share some ideas on how to improve the experience of using it. Why did these white frames appear at 9:58? A rounded square that you plug into the 'Tile Sampler' node as a source pattern doesn't have any gray pixels. It's completely white inside, black outside, and has no gray transitions. The 'Tile Sampler' node has a property named 'Pattern Input Filtering', it's 'Bilinear + Mipmaps' by default. This means that the 'Tile Sampler' will smooth out the source pattern while translating, rotating and scaling it. Thus, gray transitions between white tiles and black background appear. To make sure of this, zoom in any 'Tile Sampler' node in 2D View window and look at the edges of the tiles. Nevertheless, in such situations when the 'Threshold' node is used for selecting random tiles, their edges must remain sharp. Otherwise, tiles are not guaranteed to have identical borders after the 'Threshold' every time, so blending them together or using as masks will either narrow the tiles or produce thin frames. The issue was resolved by using the 'Flood Fill' node, but the same result could be achieved with just setting 'Pattern Input Filtering' of every 'Tile Sampler' node to 'Nearest'. Although the corners of the shapes can be rounded with the 'Edge Detect' like it was shown in the video, there is a more predictable and less computational expensive method. Just give it a try next time, I enjoyed it: [Source Image] > Blur HQ Grayscale > Threshold. Blur intensity controls rounding radius. Threshold (around 0.5) shifts edges inwards or outwards. The result is a sharp black-and-white image. Or this one: [Source Image] > Blur HQ Grayscale > Histogram Scan. Blur intensity controls rounding radius. Scan position (around 0.5) shifts edges inwards or outwards. Scan contrast (around 1) adjusts edges smoothness: sharp (=1) or with gray transitions (<1). The image may also be constructed of sharp squares only and smoothed at the end. All its tiles, large and little, are going to have equal rounding radii then, just like on a reference image. Finally, the 'Overlay' blend mode both darkens and brightens the image, making it more contrasted. When you add shadows, you probably want them to only darken some regions, not to brighten the others as well. So, the 'Multiply' is the most suitable blend mode then. Hope you find it useful.
Very Interesting ideas, i didn't know about that Pattern Input Filtering, As for rounding the edges, there are definitely better methods, i didn't spend too much time thinking about them, it was something spontaneous, The Overlay method was spontaneous as well, yes, it's much better with the multiply blending mode, don't know why i haven't thought about that, Overall, very good ideas, there is definitely room for improvement, thanks for these infos !
I'm glad that you haven't quit pleasing us with new valuable videos. Good luck and keep it up!
Thank you ! I have 5 more vids on shapes & patterns coming up, one every week.
Buen trabajo! se ve hermoso
that are exactly those Videos we need thanks for the video!
th-cam.com/video/0LvYY99eFZY/w-d-xo.html
thanks for the sharing .awesome!!
really helpful video thanks a lot!!!
Thank you for the course! :D
Thanks
I really appreciate the way you present the information. So many other substances tutorials don't go over what nodes or why they are using them. I'd love to see a more of your content
Thanks ! I have a premium course coming up soon, you can subscribe in case you're interested.
Nice and simple tutorial! Love that you spent time trying to find a fast way to do it!
I love how efficient this setup is. That's the most elegant part, simple and great looking! Egyszeru es nagyszeru, bravo!
Köszönöm !
très mal expliqué pour un débutant.
thanks so much, for sharing such detailed and easy to understand tutorial for beautiful material
I am glad you like it.
@@csabikalanyos1607 indeed super helpful
if you want real glow, dosent t better to use spec workflow? i dont know just asking.
Nice tutorial!
Thank you !
Great tutorial! just simple enough for me to feel comfortable playing with the parameters!
Thank you so much for the tutorial brother, susbcribed.
Nicely explained, a beautiful material created in so few nodes. Waiting for more videos!
Thank you ! I have some more coming up.
Thanks! . You are amazing
Thanks ! More videos coming up !
Very simple to understand.....👌
Hello, how did you set up your 3d view?
Hi, you can just resize and move your 2D and 3D windows from the corner, or what do you mean ?
@@csabikalanyos1607 I think the question is how did you setup your preview to show the 3d tessellation etc. As if you start cold with substance designer you obviously wont have this setting in place. I think the tutorials could also cover off the last nodes and minor things like this as it would definitely round out the confusion.
well your material unfortunately can't be used, cause when you stretch crystals with transform2d it stretching wrong an can't be tiled properly you may check by yourself to make 2-3 tiles
Hi there, yea i know the tile breaks. You could add in a -make it tile photo- node after the transform node and make it tileable again. Alternatively, you can create your own Crystal 1 node, i mean...something very similar to it. i might do a tutorial on that in the future.
@@csabikalanyos1607 no, it won't work properly if you use Make it tile photo, cause still obviously you'll see blured edges if you want to use it somewhere, in game engine for example
I see, then a better solution is to create your own crystal node, it will be more heavy.Using Cells 4 then Threshold node, to delete some of the voronoi patterns, repeat the same process but with different scale, so you have some big and medium shape variation, combine them and then use a bevel node to get the Crystal like shape. But i am not sure that using the make it tile photo solution would not work...because you have some warps which might cover up the seams...maybe i am wrong with this...not sure because i haven't tested.