Thanks for the video! 😍 Side note, you can adjust your blend settings faster if you directly do that on the layer editor. You can adjust the blend mode and opacity for all channels without changing them in the drop down!
Lovely video, and thank you for putting this together :) In the next video (if there will be one), could you make sure to be solo-ing the masks you're working on, as it was difficult to see the changes that you were applying/cycling through. Thank you again for the video!
Thank you, appreciate it and glad it's helpful! There will be new videos for sure, especially about layering/asset texturing I am planing to do more. Thanks for the tip, I didn't think about it tbh. I basically tried to texture like I would be usually, but I think your idea is great and useful for a tutorial, will keep that in mind for the next one!
@@debe3D thank you so much for your understanding and kind words. I look forward to the next ones (while I devour the current uploaded ones on InstaMat eheh). Take care!
Hey Mostafa, thank you very much, appreciate it! Did you try to change the dynamic settings of the brush as shown at 26:17? When you change it to "Pressure", it should work. Edit: I just reckecked again, the issue could be that you need to set e.g. "Size" to something greater than "0%" (if you are using size with pressure). If it's at 0%, it doesn't work.
I've been playing around in instamat, and it's pretty great so far, but I can't find a certain masking feature that substance painter has where you can create a mask by UV island or by connected mesh parts. It seems like the only way to get that kind of detail in a mask is to have your mesh materials set up before you export the model. I miss the flexibility of that substance feature...do we know if Instamat has that yet, or if it's coming in the future?
Hey Steve, tbh I am still learning the Layering workflow and mostly know the basics. What I know is that InstaMATs layering is using a 3D volume tech and is not as focused on UV's as this is not as scalable. For example, when you finished texturing an asset, you can drop it into the Element Graph, it will spawn as a node. You can then drop a different Mesh and input it into the layering project - your asset will be fully textured like the one that you textured before. When working with UV based painting/projections etc, this would not work as seamless. So I am not sure if what you want is possible yet, but if I recall correctly, it might be something for the future, not sure though! You could ask in the official community forum or the discord, I am sure you will get a more comprehensive answere.
Can custom attributes be imported with the mesh and used as masks?, as a houdini user a lot of mesh attributes are created during the modeling process and I want to leverage them for shading.
Hey Carlos, this is something I cannot fully answere I am afraid. I am mainly a material artist and still learning the layering workflow. If you have masks etc, you can just drop them into your project though, not sure if it works with attributes assigned in Houdini (never used it I'm afraid). For a better answere you could check the official community forum or the discord server. Usually you'll get an answere very fast!
Hey, sorry for the late reply. I am not sure if this is the best, but one way you could do it would be to drop your Layering Project as many times as the number of materials the mesh has into an Element Graph, then in the nodes you could change your "Mesh Material" for each of the nodes to the different materials and use "Material Blend" nodes with "Mask Mode" set to "From Base Color" to blend your Layering Projects materials together, then export the single material via the Element Graph. You can use the "Link Category Mode" to make connecting easier. Again, not sure if there is a simpler way, but that works for me. Hope that helps!
Thanks for the video! 😍 Side note, you can adjust your blend settings faster if you directly do that on the layer editor. You can adjust the blend mode and opacity for all channels without changing them in the drop down!
Thanks a lot and thanks for the great workflow explanation, I missed it! Still Learning. :D
Lovely video, and thank you for putting this together :) In the next video (if there will be one), could you make sure to be solo-ing the masks you're working on, as it was difficult to see the changes that you were applying/cycling through. Thank you again for the video!
Thank you, appreciate it and glad it's helpful! There will be new videos for sure, especially about layering/asset texturing I am planing to do more. Thanks for the tip, I didn't think about it tbh. I basically tried to texture like I would be usually, but I think your idea is great and useful for a tutorial, will keep that in mind for the next one!
@@debe3D thank you so much for your understanding and kind words. I look forward to the next ones (while I devour the current uploaded ones on InstaMat eheh). Take care!
Thanks! Appreciate it that you enjoy my videos. :) Take care!
Very nice. Hope to see more Instamat tutorials. Thank u
Thanks, appreciate it! More are coming soon. :)
Nice video! I liked the section on creating a custom brush! Really enjoying your content!
Thanks a lot Jeremy, appreciate it!
I was wondering when painting just a normal and height map, is there a way to invert it? so bumps become scratches?
Yes, you just need to set the height channel to 100% and the blending mode for the height channel to substract instead of multiply.
@@debe3D awesome thanks
You are welcome!
amazing video but it seems like instamat is not detecting pressure on my tablet, any fix to that ?
Hey Mostafa, thank you very much, appreciate it! Did you try to change the dynamic settings of the brush as shown at 26:17? When you change it to "Pressure", it should work.
Edit: I just reckecked again, the issue could be that you need to set e.g. "Size" to something greater than "0%" (if you are using size with pressure). If it's at 0%, it doesn't work.
More pls! :-)
Sure, there will be more soon. :)
I've been playing around in instamat, and it's pretty great so far, but I can't find a certain masking feature that substance painter has where you can create a mask by UV island or by connected mesh parts. It seems like the only way to get that kind of detail in a mask is to have your mesh materials set up before you export the model. I miss the flexibility of that substance feature...do we know if Instamat has that yet, or if it's coming in the future?
Hey Steve, tbh I am still learning the Layering workflow and mostly know the basics. What I know is that InstaMATs layering is using a 3D volume tech and is not as focused on UV's as this is not as scalable. For example, when you finished texturing an asset, you can drop it into the Element Graph, it will spawn as a node. You can then drop a different Mesh and input it into the layering project - your asset will be fully textured like the one that you textured before. When working with UV based painting/projections etc, this would not work as seamless. So I am not sure if what you want is possible yet, but if I recall correctly, it might be something for the future, not sure though! You could ask in the official community forum or the discord, I am sure you will get a more comprehensive answere.
Can custom attributes be imported with the mesh and used as masks?, as a houdini user a lot of mesh attributes are created during the modeling process and I want to leverage them for shading.
Hey Carlos, this is something I cannot fully answere I am afraid. I am mainly a material artist and still learning the layering workflow. If you have masks etc, you can just drop them into your project though, not sure if it works with attributes assigned in Houdini (never used it I'm afraid). For a better answere you could check the official community forum or the discord server. Usually you'll get an answere very fast!
How do you bake the layers of all the materials in one texture?
Hey, sorry for the late reply. I am not sure if this is the best, but one way you could do it would be to drop your Layering Project as many times as the number of materials the mesh has into an Element Graph, then in the nodes you could change your "Mesh Material" for each of the nodes to the different materials and use "Material Blend" nodes with "Mask Mode" set to "From Base Color" to blend your Layering Projects materials together, then export the single material via the Element Graph. You can use the "Link Category Mode" to make connecting easier. Again, not sure if there is a simpler way, but that works for me. Hope that helps!