You know what could be a great quick tip? Layering ! A lot of people struggle with realistic layering of objects without ugly intersection. Pebbles, gravel, coin piles, up-close sand material and much more. Lots of examples where one might want to have layers of depth.
You mean height layering? My experience is there's no magic trick, it's just finnicky, stacking multiple sparse layers on top of each other. Is that what you mean?
@@Substance3D yes, height layering. Sorry should have been more specific. I agree its finnicky, but even so, would be very nice to have an official video of a few tips or showcasing different techniques how to get it to work. I know people use different methods like color tile samples with alpha bleds, height blend nodes, max lighten blend nodes and more. While some dont work at all, there are some examples out there where it works briliantly. So there must be some techniques that are working...whatever they might be.
Something I would love to see in a quick tip video, a guide on creating different types of leaks. I've been trying to create some leaks leak alphas in designer that I can then use as stencils in painter. And while I've made some decent looking stuff, there is still a lot that could be improved.
We have a video specifically on leaks. Have you seen it? It's basic but covers some key techniques. Once you get familar with generic designer techniques it shouldn't be too hard to improve on these.
Please continue the series. They are very very helpful. I wonder if there has a way to mimic the cutout filter from photoshop. Oh and I dont mind to learn more about pixel processor and FX map nodes
Question about adding custom nodes to a project: If I were to have some custom nodes added to my library in my version of Substance Designer and I want to create an SBSAR file, will all of the custom node dependencies be added to that SBSAR file or do I have to manually add those nodes to my project first?
Thanks to this video and some others I was able to create my own normal map generator for my projects!
You know what could be a great quick tip? Layering ! A lot of people struggle with realistic layering of objects without ugly intersection. Pebbles, gravel, coin piles, up-close sand material and much more. Lots of examples where one might want to have layers of depth.
You mean height layering? My experience is there's no magic trick, it's just finnicky, stacking multiple sparse layers on top of each other. Is that what you mean?
@@Substance3D yes, height layering. Sorry should have been more specific. I agree its finnicky, but even so, would be very nice to have an official video of a few tips or showcasing different techniques how to get it to work. I know people use different methods like color tile samples with alpha bleds, height blend nodes, max lighten blend nodes and more. While some dont work at all, there are some examples out there where it works briliantly. So there must be some techniques that are working...whatever they might be.
Thanks! We'll keep it in mind!
Something I would love to see in a quick tip video, a guide on creating different types of leaks. I've been trying to create some leaks leak alphas in designer that I can then use as stencils in painter. And while I've made some decent looking stuff, there is still a lot that could be improved.
We have a video specifically on leaks. Have you seen it? It's basic but covers some key techniques. Once you get familar with generic designer techniques it shouldn't be too hard to improve on these.
Very good!
Please continue the series. They are very very helpful. I wonder if there has a way to mimic the cutout filter from photoshop. Oh and I dont mind to learn more about pixel processor and FX map nodes
Question about adding custom nodes to a project: If I were to have some custom nodes added to my library in my version of Substance Designer and I want to create an SBSAR file, will all of the custom node dependencies be added to that SBSAR file or do I have to manually add those nodes to my project first?
thanks!