I don't know if you retired from video but you shouldn't, just found this channel and its one of the best designer resources. The 'why' we do it is so important. Would love to see more videos! Do one on the tile nodes.
Hello, i just comment to say a big thank you, either you stop or take a break from posting, i just watch the video and saw your comment about people looking untill the end doesn't suprise me at all. As a total beginner who bought a lot of tutorial and being disapointed by most of them, the amount of knowledge with clear explanation you are displaying about how the node work and not just pluging them one after another without the " WHY " is just amazing. Thank you again !
Thanks man! I really appresiate that you're taking time to explain the nodes - that's something that many other Designer tuts are lacking. Keep rocking!
Floodfill really was a bit of an enigma to me, I also recently tried to understand how to I'd make a material close to the cobblestone you made earlier for a project I was doing earlier and I was just stuck. The distance and floodfill solution would've solved this for me right off the bat, so now I'm excited to be able to employ this for my next material.
Hell yes brother! Floodfill is the GOAT. The tip about the distance node is life changing, thats something i've always sort of struggled with, who knew it was so simple!
First of all, thank you so much for sharing this lesson. It is a great generosity to the art community. I believe that the tile sampler, slope blur and flood and fill are the most critical nodes, because they are the foundation to start any material. Thank you again, and I am looking forward to the next one.
I like how you keep calling the nodes "him" like they are people :) I guess enough messing around in designer and you catch yourself getting a bit emotionally attached to those little buggers! Great video, keep it up
I hope you start making videos again, also I hope you can make some tutorials on fx maps and pixel processors , hard to find any good tutorials on those
Amazing tutorials, probably the best I've seen yet. Will there be a paid more comprehensive course at some point? Please keep making content, you easily deserve more than 10x subs with this level of instruction.
This information seems very useful. It's very different from the way I have been using Flood Fill, so it will probably take some time to change the way I use Flood Fill, assuming I do change my methods.
@@Johnny_Nodes I tend to use a negative bevel after the Flood Fill instead of a maxed out positive bevel along a parallel node line like you do in the video. I also don't merge it with a fully 'flooded' Distance, either. I think that's part of why I've run into a problem with one of my earlier experiments making a rock wall, though I'm not using a bevel in that I'm using multiple Flood Fill to Gradients. While I can make a rock wall in the method I'm using, since I want the gap between rocks anyway, if I want to make the rocks more merged together the bottom of each stone in the height maps will be at quite a different height. So merging them is impossible. But I'll see if I can integrate your method into what I was doing and see if that helps. The other possibility is to force the rocks to have a common lowest point, blending it with a a uniform grey value and the Screen blending mode (I think, whichever is the opposite of Multiply). But that might influence the height map too much.
These are absolutely great, i wonder if you have any more tips and tricks for working with sculpted maps inside of designer like you mentioned. Was playing with sculpted rocks and the tile generator just now and it was really fun.
I wanted to say firstly, this is amazing content I've been learning substance for a year now but the actual knowledge you are showing is incredibly valuable. I wanted to ask something that I always struggle with and it's the order of stuff. Like in which part of the graph I start adding cracks and variation so I can still keep everything procedural. lets say I want to make some stylized stone tiles, I create them with this technique you show, but should I add the cracks in the middle (before I start giving the tiles random grayscale values) or after? or does it really matters? Also one thing I've been thinking about is the range we have for blending, I've seen some people always start from a .5 grayscale value and blending everything from there so you are always in between those 0-1 range and the blend modes act as expected all of the times. Is this something that you recommend doing always at the start of the graph or it just doesn't matter? Cheers mate. Ps. i swear to god i've seen daniel thiger courses, javier perez courses and all. But the way you explain is amazing keep up the good work.
it definitely can matter! There's a million different ways to get something done in designer so it's hard to find wrong answers. I think though that a really solid workflow is going from big to small (this is true of everything! You don't start making a cake by putting sprinkles onto a plate). In this case you sort of can think about the order in both a time or space sense. Did the cracks happen AFTER the tiles got their random height or before? Also depending on the blend modes you're using for the cracks it may guide your decision! If you're using something like a Min blending mode than you probably want to do the cracks first when all of the tiles are still white so the Min is effective and then blend your random greys/gradients afterwards. It always depends, but thinking big to small is a huge bonus!
is there anyone who can give me 3 advices you wish you would have done when you started your 3d journey first very time ? ty and amazing video even tho i got no clue whats going on i want to get this lvl :) Cheers!
Multiply will not give you that slicing effect i'm after - Min creates a threshold at which to jump from one texture to the other which helps make this clean cut
I don't know if you retired from video but you shouldn't, just found this channel and its one of the best designer resources. The 'why' we do it is so important. Would love to see more videos! Do one on the tile nodes.
This is easily one of the better tutorials and explanations I’ve watched yet
This Video is a legendary drop. He's actually explaining the why behind how. Excellent o7
This is my goal with all of it for sure!
Hello, i just comment to say a big thank you, either you stop or take a break from posting, i just watch the video and saw your comment about people looking untill the end doesn't suprise me at all. As a total beginner who bought a lot of tutorial and being disapointed by most of them, the amount of knowledge with clear explanation you are displaying about how the node work and not just pluging them one after another without the " WHY " is just amazing. Thank you again !
This means alot, thank you!
Unrivaled designer youtuber 🤑
Easy when there's like 2 lmao
Thanks man! I really appresiate that you're taking time to explain the nodes - that's something that many other Designer tuts are lacking. Keep rocking!
I needed this video bad. I'm really lost learning designer and this video for some reason clicked a lot of missing pieces for me. Thank you.
Floodfill really was a bit of an enigma to me, I also recently tried to understand how to I'd make a material close to the cobblestone you made earlier for a project I was doing earlier and I was just stuck. The distance and floodfill solution would've solved this for me right off the bat, so now I'm excited to be able to employ this for my next material.
Hell yes brother! Floodfill is the GOAT.
The tip about the distance node is life changing, thats something i've always sort of struggled with, who knew it was so simple!
Distance node is also easy Astounding Tier - would marry it if it were a person
@@Johnny_Nodes a slope blur and a clouds 2 walk into a bar and the bartender says, hey why the long face?
@@zeus3005 I was set to Max
Hears mention of tier lists…instantly subscribes!
Thank You, Johnny. Great video, very helpful!
First of all, thank you so much for sharing this lesson. It is a great generosity to the art community. I believe that the tile sampler, slope blur and flood and fill are the most critical nodes, because they are the foundation to start any material. Thank you again, and I am looking forward to the next one.
Yeah those 3 are all S-tier and there's a ton more I would add to that list: Highpass, Vector morph and shape splatter come to mind
Thumbs up as soon as I saw the slopes part. Thank you!
Although I can barely understand as I just started but it's really useful to come back and refer to this. You're awesome
I LOVE U !!! SOOOO MUCH !!! Definitely the best tutorial, looking forward to your updates!
Thank you for this !
I'm flood filling my brain with this content
The very powerful Floodfill to brain node
Please keep sharing your expertise! These are gem! I am taking so many notes!
MAAAAN you are so smart, thank you for the precious info you give us!
amazing video, thanks for sharing your process!
Great video, looking forward to seeing more!
hey just wanted to say I have seen few videos of yours now and they are amazing, thank you for sharing them
I like how you keep calling the nodes "him" like they are people :) I guess enough messing around in designer and you catch yourself getting a bit emotionally attached to those little buggers!
Great video, keep it up
LOL I have literally never notice but i think you're probably right - I love all these dudes
Thank you so much for these videos, we learn so much from them. Thank you and yeah we watch to the end cause it's so interesting and entertaining !
It's hard to make math fun!
@@Johnny_Nodes Watching this i actually forgot it was, you doing great. Thank you again.
For the engagement
I hope you start making videos again, also I hope you can make some tutorials on fx maps and pixel processors , hard to find any good tutorials on those
Excellent content here. Thank you so so much
That distance node /thumbsup! good tip!
Yup its basically nessecary
Nice video Johnny! Thank you!
Wish to have such axplanation years ago. This will be a great tutorial for those who are starting to learn SD.
Fantastic and simple tehniques
It's almost always the simple little tricks
Your content is awesome! So glad I stumbled upon this video. very helpful for understanding Designer better!
Great video, really useful
Thank you
Great title and tumbnail
great stuff
Amazing tutorials, probably the best I've seen yet. Will there be a paid more comprehensive course at some point? Please keep making content, you easily deserve more than 10x subs with this level of instruction.
Great video sir! I enjoy your teaching style! Subscribed!!
Look forward on the tutorial on flood fill mapper greyscale; although you missed a few other advanced flood fill nodes.
good stuff! thanks
This information seems very useful. It's very different from the way I have been using Flood Fill, so it will probably take some time to change the way I use Flood Fill, assuming I do change my methods.
How are you using it?
@@Johnny_Nodes
I tend to use a negative bevel after the Flood Fill instead of a maxed out positive bevel along a parallel node line like you do in the video. I also don't merge it with a fully 'flooded' Distance, either.
I think that's part of why I've run into a problem with one of my earlier experiments making a rock wall, though I'm not using a bevel in that I'm using multiple Flood Fill to Gradients. While I can make a rock wall in the method I'm using, since I want the gap between rocks anyway, if I want to make the rocks more merged together the bottom of each stone in the height maps will be at quite a different height. So merging them is impossible. But I'll see if I can integrate your method into what I was doing and see if that helps. The other possibility is to force the rocks to have a common lowest point, blending it with a a uniform grey value and the Screen blending mode (I think, whichever is the opposite of Multiply). But that might influence the height map too much.
These are absolutely great, i wonder if you have any more tips and tricks for working with sculpted maps inside of designer like you mentioned. Was playing with sculpted rocks and the tile generator just now and it was really fun.
I wanted to say firstly, this is amazing content I've been learning substance for a year now but the actual knowledge you are showing is incredibly valuable. I wanted to ask something that I always struggle with and it's the order of stuff. Like in which part of the graph I start adding cracks and variation so I can still keep everything procedural.
lets say I want to make some stylized stone tiles, I create them with this technique you show, but should I add the cracks in the middle (before I start giving the tiles random grayscale values) or after? or does it really matters?
Also one thing I've been thinking about is the range we have for blending, I've seen some people always start from a .5 grayscale value and blending everything from there so you are always in between those 0-1 range and the blend modes act as expected all of the times. Is this something that you recommend doing always at the start of the graph or it just doesn't matter?
Cheers mate.
Ps. i swear to god i've seen daniel thiger courses, javier perez courses and all. But the way you explain is amazing keep up the good work.
it definitely can matter! There's a million different ways to get something done in designer so it's hard to find wrong answers. I think though that a really solid workflow is going from big to small (this is true of everything! You don't start making a cake by putting sprinkles onto a plate). In this case you sort of can think about the order in both a time or space sense. Did the cracks happen AFTER the tiles got their random height or before? Also depending on the blend modes you're using for the cracks it may guide your decision! If you're using something like a Min blending mode than you probably want to do the cracks first when all of the tiles are still white so the Min is effective and then blend your random greys/gradients afterwards. It always depends, but thinking big to small is a huge bonus!
@@Johnny_Nodes Thanks for your answer mate, really want to keep improving my skills on SD and with your content I will definitely improve
Techniques like these help at the designerlevel aspect of game design ?
Thanks! You are crazy!)
is there anyone who can give me 3 advices you wish you would have done when you started your 3d journey first very time ? ty and amazing video even tho i got no clue whats going on i want to get this lvl :) Cheers!
!!
ur my favorite LGBTQ youtuber
in 13 min why do u choose min darken instead of multiply. i think it make better result. i'm beginner and asking with respect
Multiply will not give you that slicing effect i'm after - Min creates a threshold at which to jump from one texture to the other which helps make this clean cut
the outcome looks very mechanical and not organic
This is me showing some examples and spending less than 10 minutes on anything - hope this helps!
Dude just drop PhD level of SD knowledge like it nothing....
damnn.. you are fast. Designer Ninja 🥷