If you're having trouble with the 3D view looking different than the demo, within the 3D view: Scene > Plane (high res). and: Materials > Default > Edit, find height and turn the tessellation factor slider up all the way and set height level to 8. The normal map intensity is set to 25, the first blend is set to 0 opacity on copy, the node plugged in after blend before ao is Ambient Occlusion (HBAO).
Hi @casperwermuth - your tutorial is a fantastic resource for the 3D community, and we've added it to a playlist on our channel so others can learn from you. Keep up the great work!
Just passing through to say that this tutorial was really useful, so thank you. The Non-Uni Directional warp is indeed powerful and really perfect for rock textures. Had you not been here, I might have completely overlooked it, so thank again.
Awesome tutorial. Subbed. Thanks for not rushing through and actually explaining things. Too many artists just do speed videos where you end up wasting so much more time going back and replaying things they do in sped up videos.
I absolutely love this 'Non-Uni Dir Warp'! I can see how it can be used for creating cliffs, bark, or anything else that needs a chiseled streaking look. It' does what would take many nodes into one. Thanks!
this program seems complex at first but once you get the gist of it, it is stupid af. like literally "yeah i need a cliff, something pointy" and you start with something pointy and you will eventually get what you want lol. great stuff.
Hey, very cool video. I have stripe artefacts when I push the non uniform directional warp to values like 60. Do you have a trick to get rid of it? It's quite obvious when I use a AO node or normal with that
Great tutorial. Thank you for your effort. i was trying to make that kind of stuff but i was a bit confused about how can i make. so i find your video, what a amazing day for me . hahaha
Hey thanks for the little tutorial. Just wondering about your initial setup. I guess your normal map intensity was quite high right? And is that an Ambient Occlusion (HBAO) node going into your AO? How was that configured?
I wonder why people keep using a template which uses outputs as channels vs. the base material node which basically does the exact same thing but with much less clutter. Not to mention that it's much easier to set up the outputs you want to use yourself vs. getting 12 stacked nodes where most don't do a thing.
I'm not sure if it is an issue with youtube or with the upload, but I am unable to view this video in HD it fails to load. Good tutorial regardless! You explain everything well enough that we really only need the audio :)
Thanks for letting me know, Creative Corner. I've tested it on 2 devices, and seems to work fine. Perhaps you were unlucky when trying? :) Glad you like it!
Casper Wermuth all is good. I think maybe my internet was not wanting to cooperate, but the 1080p format is working fine for me now! Thanks for the awesome tutorials for Substance! Keep them coming!
Any idea why I would be getting banding when I use non-uniform directional warp? I'm in 16 bit with all my nodes as well. This is only when I use the trail length. It's very noticeable. Great video regardless of my own issues here. :)
Amazing stuff! Sat behind my screen giggling like a highschooler while watching your tutorial mate, so many things you could do with this! much love Casper!
That's new. Seems to be a TH-cam error. Unfortunately, TH-cam doesn't allow re-uploads, but you can download the original for free here: casperwermuth.gumroad.com/l/easycliffs
Hey, pretty cool and straight to the point effect. You mentioned the other tutorial around minute 7:00 but I can't find it here on your TH-cam channel. did you publish this somewhere else?
Hello thank you very much for this tutorial! I have a small problem with my relief which goes towards the interior of my plan instead of going towards the exterior as in your video. I imagine that I must have a parameter to adjust somewhere but which one?
I found ! it's just the Tessellation setting. For others : Materials->Default->Definitions->physically_metallic_roughness->Tessellation and the plane with Plane "(hi-res)"
The Blend node that is connected to the Normal and AO, what settings is it on? Am trying to get the result you get when you connect the Shape node to it but I get nothing.
Hi Lucas. It's just how warp works in Designer. There's not enough samples to give a perfect result, so its visible when you use more aggressive settings. A very subtle blur should kill them.
@@casperwermuth Thanks for the reply; at first I used subtle HQ blur but I was losing detail, so in the end I just kind of plastered a lot of other detail all over to cover it :)
so you made a pyramid shape and connected it to a tile sampler, which already contains a pyramid primitive in the same drop down menu you used to choose "pattern input". Very interesting. ))
Hello, i would like to ask if somebody know where i could find a good tutorial for something like alien goo. Something organic, like infection looking. I browsed YT and few paid websites but there is nothing ! Please somebody point me to the right directions. I never done anything organic and tried few times but i failed.
@@casperwermuth I just started Designer a couple days ago, trying to have a hang on. Your tutorial was very clear no problem to understand the logic behind it. Thank you !
If you're having trouble with the 3D view looking different than the demo, within the 3D view: Scene > Plane (high res). and: Materials > Default > Edit, find height and turn the tessellation factor slider up all the way and set height level to 8. The normal map intensity is set to 25, the first blend is set to 0 opacity on copy, the node plugged in after blend before ao is Ambient Occlusion (HBAO).
Thanks, Robin!
Robin, you are a life saver
is there a reason for these settings specifically? like is this industry standard
THANK YOU
Hi @casperwermuth - your tutorial is a fantastic resource for the 3D community, and we've added it to a playlist on our channel so others can learn from you. Keep up the great work!
Thanks, I'm glad it's appreciated!
Just picked up designer over the holidays so having as much tutorials explaining things helps me right now while still learning this program
Just passing through to say that this tutorial was really useful, so thank you. The Non-Uni Directional warp is indeed powerful and really perfect for rock textures. Had you not been here, I might have completely overlooked it, so thank again.
Awesome tutorial. Subbed. Thanks for not rushing through and actually explaining things. Too many artists just do speed videos where you end up wasting so much more time going back and replaying things they do in sped up videos.
I know is been 3 years but what this person said ^^ just started in designer and almost every tutorial out there is speed running lol
same here haha, is so nice not having to play at .25 speed and constantly rewind@@choud-cc
Just want to say that I forget about this trick once in a while, find it here and then use it immediately! Great stuff :D
Tnx, Bro! Very cool base for random rocks and adjustment/enrichment! 🖖
I absolutely love this 'Non-Uni Dir Warp'! I can see how it can be used for creating cliffs, bark, or anything else that needs a chiseled streaking look. It' does what would take many nodes into one. Thanks!
Ich habe länger nach einer guten Grundlage gesucht für meine Bibliothek, endlich ein super tutorial.
Danke!!!
This is brilliant, really quick, no time wasted, tutorial. You deserve more subs, good luck and keep em coming! Thank you!
Thanks a lot, Adam!
thanks for the lesson, it helped a lot
Great tutorial/ demonstration
please go heigher ress on videos , very hard to see the nods :) that blend node, hooks up with Normal and Ambient setting?.s im noob
Awesome! Thanks for this.
Wonderful tutorial! Thanks so much for sharing your knowledge!!
Glad you appreciate it, Paul!
this program seems complex at first but once you get the gist of it, it is stupid af. like literally "yeah i need a cliff, something pointy" and you start with something pointy and you will eventually get what you want lol. great stuff.
Thanks for the tutorial, really good
Glad you like it, Tim!
Hey, very cool video. I have stripe artefacts when I push the non uniform directional warp to values like 60. Do you have a trick to get rid of it?
It's quite obvious when I use a AO node or normal with that
thanks for sharing such useful node :)
haters will dislike this video. great work
Great tutorial. Thank you for your effort. i was trying to make that kind of stuff but i was a bit confused about how can i make. so i find your video, what a amazing day for me . hahaha
Thank you so much! it was super helpful!
Glad you appreciate it, Ev!
Thank you, this is very helpful. Exactly the type of effect I was looking for.
Glad you can use it!
Great tutorial!Thank you so much!! This is the best I have ever seen.
Great tutorial! thanks!
Thanks for sharing Casper. Creates a really cool effect. Never even tried this node hehe.
Awesome, thanks for the free tut man
Hey thanks for the little tutorial. Just wondering about your initial setup. I guess your normal map intensity was quite high right? And is that an Ambient Occlusion (HBAO) node going into your AO? How was that configured?
It's either using, or based off of Daniel Thiger's free Setup. Go get it here: dete.gumroad.com/l/deteBaseSetup
@@casperwermuth Awesome thanks a lot!
I wonder why people keep using a template which uses outputs as channels vs. the base material node which basically does the exact same thing but with much less clutter. Not to mention that it's much easier to set up the outputs you want to use yourself vs. getting 12 stacked nodes where most don't do a thing.
That was really helpful, Thank you.
do more please great job!
brilliant tutorial, cheers
This is a great technique, thank you!!
What shader are you using for the viewport?
This is so useful
Whenever I'm trying to use trail, it creates noticeable steps.
Im also having this issue, it gives me very visible stripey artifacts.
Here's your crown 👑
Very informative tutorial..thanks for uploadingg it.!!..:D
Subbed because great tutorial and because you were on 999 subs lol!
:D
Great tutorial ! But quite difficult to follow when we're beginners.. I tried to make something but it's pretty ugly, so much frustration..
Yes, Designer is tough to get into. Don't give up, though! Once it clicks, it's fun and easy.
I'm not sure if it is an issue with youtube or with the upload, but I am unable to view this video in HD it fails to load. Good tutorial regardless! You explain everything well enough that we really only need the audio :)
Thanks for letting me know, Creative Corner. I've tested it on 2 devices, and seems to work fine. Perhaps you were unlucky when trying? :) Glad you like it!
Casper Wermuth all is good. I think maybe my internet was not wanting to cooperate, but the 1080p format is working fine for me now! Thanks for the awesome tutorials for Substance! Keep them coming!
Any idea why I would be getting banding when I use non-uniform directional warp? I'm in 16 bit with all my nodes as well. This is only when I use the trail length. It's very noticeable. Great video regardless of my own issues here. :)
I have it too!
I use Blur HQ Grayscale to reduce it!
You blow my mind, holy shit!
Thank you ! :)
YOu're amazing bro, how d you got that stuff??
at the beginning you already have some nodes on the scene. I think my scene starts different
I believe I'm using Dete's free setup. (Daniel Thiger).
Brilliant!
Can you please share your displacement settings since i cannot get perfect pyramid shape like in your video?
Amazing stuff! Sat behind my screen giggling like a highschooler while watching your tutorial mate, so many things you could do with this! much love Casper!
Thanks a lot for your reply, Caboomatic. Glad you like it!
3:51 what just happened?
now im lost AF
yup. followed it by pausing video but looks nothing like mine
Just copy the nodes and try different settings
4:11 What's with the huge smudge in the middle of the screen? It stays that way until the end of the video.
That's new. Seems to be a TH-cam error. Unfortunately, TH-cam doesn't allow re-uploads, but you can download the original for free here:
casperwermuth.gumroad.com/l/easycliffs
Thank you
what are those node i can't see them names from video
Hey, pretty cool and straight to the point effect. You mentioned the other tutorial around minute 7:00 but I can't find it here on your TH-cam channel. did you publish this somewhere else?
no idea why but height for me doesn't work, i only get a preview if i increase normal from height, how can i enable height using iray?
Hello thank you very much for this tutorial! I have a small problem with my relief which goes towards the interior of my plan instead of going towards the exterior as in your video. I imagine that I must have a parameter to adjust somewhere but which one?
I found ! it's just the Tessellation setting. For others : Materials->Default->Definitions->physically_metallic_roughness->Tessellation and the plane with Plane "(hi-res)"
how do I move the light around? like at 5:31
What graph are you using
Thx
Now you have 666 subs!
The Blend node that is connected to the Normal and AO, what settings is it on? Am trying to get the result you get when you connect the Shape node to it but I get nothing.
same
Cant find non-uniform directional warp node.. im using 2018.3.1 T.T
That node was added in 2019 version.
Thanks a lot, just a quick question, for some reason the non uniform directional warp gives me weird line artifacts in my normal map, any ideas?
Hi Lucas. It's just how warp works in Designer. There's not enough samples to give a perfect result, so its visible when you use more aggressive settings. A very subtle blur should kill them.
@@casperwermuth Thanks for the reply; at first I used subtle HQ blur but I was losing detail, so in the end I just kind of plastered a lot of other detail all over to cover it :)
Super👌🏻👌🏻👌🏻
3:19
Hi! where can i find your uotput nodes ? i´m new at this and i dont know how to configure that
The output nodes is the base setup from Daniel Thiger. You can get it from his gumroad for free.
so you made a pyramid shape and connected it to a tile sampler, which already contains a pyramid primitive in the same drop down menu you used to choose "pattern input". Very interesting. ))
nodes are too small, i see nothing
Hello, i would like to ask if somebody know where i could find a good tutorial for something like alien goo. Something organic, like infection looking. I browsed YT and few paid websites but there is nothing ! Please somebody point me to the right directions. I never done anything organic and tried few times but i failed.
just use some blood / flesh textures and make surface seethru with light bouncing internally.
This seems like a very good tut but youre going too fast, and not telling us the name of the nodes youre adding!... :-)
thanks anyway!
I'll keep that in mind for the future. Thanks for telling me!
how do you transform the shape into normal. I'm using the same node but nothing happens even when refreshing the 3D viewer ?
Oh i found how : set the blending mode to "Add" (linear) or opacity to O on the blend node.
@@mpej429 Glad you solved it. Yes, it's just an "empty" blend node, to keep the nodes in check.
@@casperwermuth I just started Designer a couple days ago, trying to have a hang on. Your tutorial was very clear no problem to understand the logic behind it. Thank you !
And the final work is not at the end... Great!
It's a tip for a workflow. Use it or don't. It's not a full tutorial for a finished project.
ахуенно
шайтан
I got nowhere to what you were making but as a first time in Designer, that's okay lol
I hope it inspires you to do more, and didnt feel frustrating. This wasn't intended for first timers :)