Substance Painter 2017.2: Using Anchor Points | Adobe Substance 3D

แชร์
ฝัง
  • เผยแพร่เมื่อ 22 ส.ค. 2024

ความคิดเห็น • 241

  • @rauschundluxus
    @rauschundluxus 7 ปีที่แล้ว +10

    talked about this feature with a fellow colleague yesterday, without knowing, that it would be published overnight
    faster than lightning! it´s just incredible how allegorithmic keeps developing substance tools. thanks guys, you are awesome!!

    • @gadorian3562
      @gadorian3562 7 ปีที่แล้ว +3

      hey, that happened to me a few times too, I was thinking about how it would be cool if they did this or that, and in a few days time an update would come with those features added. It's as if Allegorithmic is reading user's suggestions and feedbacks, and adjusts their course accordingly, it's quite refreshing, these days.
      Cheers.

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +4

      Thanks very much! We greatly appreciate it.

  • @EttoreB93
    @EttoreB93 4 ปีที่แล้ว +6

    A time saver in an already time saver program, this is awesome, I'm new to it but I'm loving this software the more I learn it!

  • @SVisionary
    @SVisionary 4 ปีที่แล้ว +26

    I would love a tutorial for that fire effect at the end. Would be a great study!

    • @waynehawkins654
      @waynehawkins654 3 ปีที่แล้ว

      Yes same. This looks amazing but we need a start to end creating this effect

  • @architect333
    @architect333 7 ปีที่แล้ว +3

    Ive been waiting for something like this, to be able to link multiple masks together without having to go into photo shop. which was the only reason I still use photoshop. I hope that's what these anchor points do, have to watch the video later. great works guys

  • @erikm9768
    @erikm9768 6 ปีที่แล้ว

    You are the best!! no more rebaking , reimporting workflow. Allegorithmic really feels like a company that LISTENS to the community! Super impressive!!!! Huge thanks!

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว +1

      Thanks for your support! We are so glad you liked the toolset

    • @erikm9768
      @erikm9768 6 ปีที่แล้ว

      No, thank you! :)

  • @skakruk6525
    @skakruk6525 7 ปีที่แล้ว +16

    I am amazed of that ship damaged part effect, though i am still a bit confused on how it set it up haha, hopefully i can see a detailed video explaining more on creating the multi-layered Anchor points

    • @MAJmufin
      @MAJmufin 7 ปีที่แล้ว

      that would be great

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +12

      Thanks! I can make a detailed video on this : )

    • @Sth3ll
      @Sth3ll 7 ปีที่แล้ว +4

      Pretty please make a detailed video on this :D

    • @manollobango
      @manollobango 5 ปีที่แล้ว

      ​@@Substance3D
      Was the entire interior manufactured in Substance or is this a specific modelling technique and how is this technique called?

  • @bohdanbilous9
    @bohdanbilous9 3 ปีที่แล้ว +1

    I think the way how you explaining this stuff is stunning, it's perfect!

  • @Marcu2103
    @Marcu2103 7 ปีที่แล้ว +1

    incredibly useful tool, especially when you want to edit an asset after it was textured, or if you want to add some more details to older assets, really really neat!

  • @RobotJeeg
    @RobotJeeg 7 ปีที่แล้ว +50

    When the surfaces of the ship get damaged it was awesome! Can you explain in the future how to set up that damaged surface with fire and cables ans smoke? I understand the anchor part but I'm interested in that specific substances.

    • @actioN1337
      @actioN1337 7 ปีที่แล้ว

      Yeah this is really cool and I would love to see it as well.

    • @Ken-us3xf
      @Ken-us3xf 7 ปีที่แล้ว

      Oh yes please. A tutorial on how that was all setup would be AWESOME!

    • @mohaimndraz
      @mohaimndraz 7 ปีที่แล้ว

      Yes, please.

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +38

      Thanks very much for the feedback. I can create a detailed tutorial on this. It's actually pretty simple setup which is really nice.

    • @ledf2012
      @ledf2012 7 ปีที่แล้ว +4

      That complex effect was so freaking awesome! Definitely needs an indepth video on that one,

  • @Agent4054
    @Agent4054 7 ปีที่แล้ว +1

    I was very happy with the first part of the video. I was blown away by the last part. VERY cool.

  • @YuuJer
    @YuuJer 7 ปีที่แล้ว +69

    no more rebaking and reimporting! yay!

    • @gadorian3562
      @gadorian3562 7 ปีที่แล้ว +3

      Indeed, that workflow always felt clunky, and it felt like I was doing the work twice.

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +5

      The anchor system really helps with this : )

    • @JayAnAm
      @JayAnAm 7 ปีที่แล้ว +4

      Anchor system is a great improvement! But wouldn't it be cool to have a simple button somewhere to just rebake the normal map after changing the normals?

    • @eugene4950
      @eugene4950 7 ปีที่แล้ว

      yeah or like "Cache layers below" (like in Mari) , Anchors are cool but we need something to lighten up resource usage

  • @justingooligan7059
    @justingooligan7059 6 ปีที่แล้ว +1

    im new to SP. still on 4th day on Trial as of today of 2018.2. but i think i will be an addict to this software. Absolutely marvelous simple easy and ( logic parallel UI ) to other software. the magic is powerful and i FEEL like a magician painting my simple model - to make it look like million dollars. SP is utilizing the dry theory of CGI to create SOULFUL product. Absolute ,must for an artist - ie deadline / quality / concept / sell. 10 out of 10 today.

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว

      Awesome! Welcome to Substance. Let us know if you have any questions

  • @alexsoundwave
    @alexsoundwave 6 ปีที่แล้ว +3

    Someone at Allegorithmic has excellent taste. Music is "Commix - Japanese Electronics (Instra:mental Remix)"

  • @pawnswizard1
    @pawnswizard1 7 ปีที่แล้ว

    Exporting the channels and re-importing normal/height/AO details is faster than this workflow (by a lot...) . All smart materials update automatically and there are no buttons. Each individual smart material can have anywhere from 2 to 10 masks in it.
    The only way to make Substance Painter faster for this is to just make the process a single button at the top that auto-detects height/normal values and applies them to every single smart mask in the project. One click solution.
    Until that happens, exporting is a momentary hassle that only takes a couple minutes and is still faster.
    That said, I still LOVE your software. =D You guys make it happen. Thank you for your innovations.

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      Thanks very much! The Anchors is not meant to be the full solution for getting painted details to the bakes. The Anchor system is very open so you can do anything you want. Because of this, it can be complex at this stage. This video just used the example of getting details into the generators to showcase how the Anchor system works with referencing.

    • @pawnswizard1
      @pawnswizard1 7 ปีที่แล้ว

      Ah, well explained. I've been messing with it. It doesn't seem like a tool I'd use often, but maybe I have to experiment more to unlock its potential.

    • @pawnswizard1
      @pawnswizard1 6 ปีที่แล้ว

      After reading Zhelong Xu’s article and doing some experimenting, I'm starting to realize how extremely useful this feature is.
      Anchor points (imo) aren't meant to retrieve stamped height detail from the layers. They're meant to retrieve subtle effects from the materials as they are layered over each other, using passthrough.
      I'm probably going to use this feature in every single project hereon.
      This is very awesome. I withdraw my retort! :)

  • @Zilushy
    @Zilushy 7 ปีที่แล้ว +3

    Wanted this feature and its finally here!! Thanks!

  • @teamEP789
    @teamEP789 7 ปีที่แล้ว +56

    what kind of sorcery is this?

    • @alexilaiho1st
      @alexilaiho1st 6 ปีที่แล้ว +4

      it's witchcraft, or in this case it's holycrap :ooo

  • @JagsP95
    @JagsP95 4 ปีที่แล้ว +7

    Will there ever be a tutorial on the damaged hull effect? I can't find a tutorial or an example of how to do this anywhere.

    • @BrianLife
      @BrianLife 2 ปีที่แล้ว

      totally!!!

  • @arrw
    @arrw 3 ปีที่แล้ว +1

    Well that makes sense why it's called an anchor now. Keep it at the bottom.

  • @sudharsansuresh170
    @sudharsansuresh170 7 ปีที่แล้ว +2

    OH OH OH, I was expecting this feature for a long time, The awsome life is more awsome again! Super thanks for the anchoring Stuff, Celebrate with beer! this i was waiting for soo long! ty again

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      Thanks! Great to hear.

  • @davidgold2822
    @davidgold2822 7 ปีที่แล้ว +1

    you guys are the gods of texturing process!
    simply amazing, i have been waiting for this kind of feature since version 1.0 :D

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +1

      Thank you so much!

  • @warkarma
    @warkarma 7 ปีที่แล้ว +1

    Love what you do. Keep up the good work!

  • @realarchanger
    @realarchanger 7 ปีที่แล้ว +3

    AWESOME!! feature of the year

  • @BrianLife
    @BrianLife 2 ปีที่แล้ว

    To tese us at the end is so bad. lol. Please go into more depth on this effect stack and masking set up at the end, this is incredible!!

  • @RonMarshallrone
    @RonMarshallrone 7 ปีที่แล้ว +1

    Brilliant stuff and thank you! Can't wait to try this!

  • @MarkBTomlinson
    @MarkBTomlinson 7 ปีที่แล้ว +1

    Impressive and useful addition well done guys!

  • @zeriolinx5755
    @zeriolinx5755 7 ปีที่แล้ว

    Substance painter is so awesome! Can't wait to try it when I start the studies for 3D & Animation school :D

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      Thanks! We can't wait to see what you create with Substance : )

  • @KatySkarlet
    @KatySkarlet 6 ปีที่แล้ว +1

    wow this explains it so well ! thank you very much for this tutorial !:D

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว +1

      Great to hear the video was helpful

  • @multimediahelp1
    @multimediahelp1 5 ปีที่แล้ว

    I was wondering about this and it is actually possible! Thanks!

  • @BigfootU
    @BigfootU 2 ปีที่แล้ว

    Thanks so much! This is super helpful!

  • @MrJasonSnell
    @MrJasonSnell 7 ปีที่แล้ว

    This technique of layer masking by black white and shades should be integrated into video game engines to modify model skins on demand in multi layer stacks. I remember seeing the damage on a character in Kingpin for PC and thinking that was amazing.

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      This is used very often in games. A while back we released the material layering shader to help artist using workflows like this to visualize the materials they are painting masks for. share.allegorithmic.com/libraries/2125

  • @ddankhazi
    @ddankhazi 7 ปีที่แล้ว

    Great new features. Great presentation Wes. :)

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      Thanks very much Denes!

  • @feridaghon
    @feridaghon 7 ปีที่แล้ว +1

    If there was a collapse option for when we are done with all materials (layers) in certain Textureset List would be brilliant as for animation meshes with many polygoun (double turboesmooth) requires a high performance and it lags and destroys pc. regards

  • @WeltschmerzvonGavagai
    @WeltschmerzvonGavagai 7 ปีที่แล้ว +3

    真是太好了:) SPLENDIDE ! MERCI ~

  • @ArtemM3D
    @ArtemM3D 6 ปีที่แล้ว +1

    Extremely helpful! Thanks a lot!

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว

      Thanks! Great to hear that

  • @igromad
    @igromad 3 ปีที่แล้ว

    god, this is incredibly useful

    • @Substance3D
      @Substance3D  3 ปีที่แล้ว

      Glad it was helpful!

  • @myxsys
    @myxsys 6 ปีที่แล้ว +1

    Is there a step-by-step tutorial on creating damage levels as you've demonstrated?

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว +1

      We don't have a step by step on this effect. Thanks for the suggestion for this video

  • @cemtezcan
    @cemtezcan 7 ปีที่แล้ว +1

    Amazing improvement!

  • @mcroman-superfeat
    @mcroman-superfeat 3 หลายเดือนก่อน

    Another Brain Intensive TUT - IS Smoke My Brain... ;) THX , Wes... Is like NEVER ending learning... ::: Who Say's LIFE was Easy !

    • @wes.mcdermott
      @wes.mcdermott 3 หลายเดือนก่อน

      Haha! So glad you like the videos. There's always something new to learn each day.

  • @AlexTsekot
    @AlexTsekot 7 ปีที่แล้ว +1

    Great stuff, can't wait :)

  • @petermgruhn
    @petermgruhn 2 ปีที่แล้ว

    It's all pretty cool, but I wonder if it's more of a kludge to avoid exposing a node based compositor.

    • @Substance3D
      @Substance3D  2 ปีที่แล้ว

      We have a node based editor, Substance Designer, that integrates well with Painter. Some people just don't want to use nodes, that's why we provide anchor points instead.

  • @sandrockification
    @sandrockification 7 ปีที่แล้ว

    Why does it have to be such a complicated process? Substance Designer can do this same thing by adding these normal details to the chain BEFORE the edge damage node. It's straightforward and makes sense.

  • @nicolasgorszczyk9291
    @nicolasgorszczyk9291 6 ปีที่แล้ว +1

    This is wonderful !!

  • @user-ki6ec9qz1s
    @user-ki6ec9qz1s 7 ปีที่แล้ว +1

    Thanks for the update. But then how does the anchor between the layers,
    at the end of the video is not clear, crumpled, want a more detailed
    consideration of the issue.

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      I will make a detailed tutorial on how this was done.

    • @user-ki6ec9qz1s
      @user-ki6ec9qz1s 7 ปีที่แล้ว

      Thank you so much!

  • @romulocastilho6506
    @romulocastilho6506 5 ปีที่แล้ว +1

    Perfect textures

  • @H0w3r
    @H0w3r ปีที่แล้ว

    Is the scene for that final anchor point layering showcase available to download? I'd like to know how the multiple anchor point effects are made to create these advanced effects with depth

  • @Zeriel00
    @Zeriel00 6 ปีที่แล้ว

    They're dealing with forces you can't possibly hope to comprehend! D:

  • @massivetree7937
    @massivetree7937 7 ปีที่แล้ว +1

    Really cool but it does seem a bit convoluted to set up? Any chance of improving that workflow in the future? Also, didn't you add something to the just prior version (fx filter I think) that pretty much does the same thing?

    • @massivetree7937
      @massivetree7937 7 ปีที่แล้ว

      As far as suggestion on workflow, would be cool if maybe we could add the anchor to a layer and then just pull up the generators or other layers we want to reference in one go from the anchor properties. Just watched the video once so maybe I'm thinking too simply.

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +1

      Yes, the filter we added before does something similar, but it's more of a workaround using a substance filter. It also overlays a material in the stack. What was demonstrated in the video was not the sole purpose for Anchors. Add damage to painted data such as the normal channel was shown as it's a basic way to showcase how to setup and Anchor.

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      Thanks very much for your feedback : )

  • @well.done.
    @well.done. 3 ปีที่แล้ว

    That's incredible!

  • @Maarten2142
    @Maarten2142 7 ปีที่แล้ว +1

    Really nice!

  • @famoustartracks9757
    @famoustartracks9757 7 ปีที่แล้ว

    Hi could you show a detailed video on how you make that cool destructive,emissive effect which shows the inner wiring such and such

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +1

      Yes, will do this : )

  • @Kdaouiji
    @Kdaouiji 5 ปีที่แล้ว

    Is it possible to give multiple layers the same anchor? Lets say I have multiple hard surface layers and I want to effect all of them by one edge dirt layer. Because so i have to do like tausends of anchors and fills and also if I want to change one thing for all this is a pain. Thanks for the nice video and this great tool!

    • @Kdaouiji
      @Kdaouiji 5 ปีที่แล้ว

      Okay I found the answer for my problem:
      th-cam.com/video/LCud1p6lnCI/w-d-xo.html

  • @neoqueto
    @neoqueto 4 ปีที่แล้ว

    Try the hull damage smart material in conjunction with the laser impact particle brush and you will not get back to work very soon

  • @TryptychUK
    @TryptychUK 6 ปีที่แล้ว

    I can't find the image inputs on the destination layer.
    What am I doing wrong?

  • @briantriesart
    @briantriesart 4 ปีที่แล้ว

    OOOOOOOOOOOOOOOOO Anchor points rules! Thanks a lot!

  • @SVAFnemesis
    @SVAFnemesis ปีที่แล้ว

    one key take away: anchor sends data to layers ABOVE it, and won't send to layers BELOW it.

  • @MrTravisDCook
    @MrTravisDCook 7 ปีที่แล้ว +1

    anchors I can trust

  • @nathanlaidler9606
    @nathanlaidler9606 4 ปีที่แล้ว

    We are all still waiting for the damaged hull paint effect tutorial, just to let you know. You probably got really busy. I get that, I do. But PLEASE!!!! Would you just make the #@$% video! That’s all we’re asking for! Out of the kindness of your heart, please! I don’t know....I just...yeah.

  • @3dimentionalben139
    @3dimentionalben139 6 ปีที่แล้ว

    Thank you so much for this detailed tutorial. would you mind explaining how to convert zbrush alphas to Substance painter? I noticed substance painter is missing an option for editing alpha, options that zbrush gives you which saves you lots of time re-adjusting in photoshop.

    • @Substance3D
      @Substance3D  5 ปีที่แล้ว

      You can use the grab doc feature in zbrush to capture an alpha. You can then export that as a texture that can be used in Painter.

    • @3dimentionalben139
      @3dimentionalben139 5 ปีที่แล้ว

      Allegorithmic thank you so much. I love substance painter I hope it adds more control for alpha!

  • @mrBurlaka1
    @mrBurlaka1 6 ปีที่แล้ว +1

    Is it possible to draw details of normal maps by curves on the surface of the model? You draw on the surface a vector - any shape (a straight line or a curve). And along this line, the selected pattern of normals is drawn. For example the normal of the hole. The result of the hole along the curve of the line.

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว +1

      We don't have this functionality yet, but are wanting to add curve support in the future.

    • @mrBurlaka1
      @mrBurlaka1 6 ปีที่แล้ว

      Thank you so much!

    • @mrBurlaka1
      @mrBurlaka1 6 ปีที่แล้ว +1

      Thank you so much!

  • @Govi627
    @Govi627 5 ปีที่แล้ว

    Having a problem where I can't paint the hull damage because the parent folder for details is turned off, but it works in the video above. using 2018.2.3

    • @Govi627
      @Govi627 5 ปีที่แล้ว +1

      Figured it out, you need to add an emissive channel to make hull damage work

  • @albanjmt7602
    @albanjmt7602 7 ปีที่แล้ว

    Really great feature once again :D ! I was wondering, when I see your example of the hull damage. I understand how is it done (in a very clean way by the way). The masks driven by the Paintable Mask layer, is what we can see in a game also if you wanna drive damage features or something like that in a game in a more realistic way but, is it possible to expose these mask parameter in a final material like in UE4 or Unity? And by exposing it, making it fully driven in real time by interaction of the player? Or do you need to recreate those effects in your game engine?

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      It's not possible to expose the parameters. You could export the mask and then in UE4 material editor manually set up a way to drive the levels of the image to produce an effect.

    • @albanjmt7602
      @albanjmt7602 7 ปีที่แล้ว

      Ok, that's what I thought ^^. Thank you for your answer :)

  • @TheIcemanModdeler
    @TheIcemanModdeler 7 ปีที่แล้ว +1

    Awesome.

  • @michailisaakidis
    @michailisaakidis 6 ปีที่แล้ว

    How do you get your AO from these anchor points?
    What if you would want to add dust where the AO would naturally sit when adding your stamps.
    Do you still need to bake out an AO and curvature from your newly added details to make it work?

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว

      The AO can be generated from the height or normal details that you paint when using generators. This can be set in the micro details. We also have a filter for generating horizon based ambient occlusion on the later you are painting.

    • @boycie18
      @boycie18 5 ปีที่แล้ว

      @@Substance3D does this work with procedurally generated layers too? I've just tried it and it doesn't seem to work...

  • @MajoCJ67
    @MajoCJ67 7 ปีที่แล้ว

    Its great! but how to implement micro details window to MGs which doesn't have one (MGs from Smart masks and smart materials mostly)? or it works only on MGs which I make from scratch?

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      All of the mask generators in 2017.1 have been updated to use the miro detail. If you don't need to create your own generator.

  • @koriecull
    @koriecull 6 ปีที่แล้ว

    So good!

  • @Ernesto_Alvarez
    @Ernesto_Alvarez 7 ปีที่แล้ว +1

    YES!!!!!!!!!!!! finally!!!

  • @gower1973
    @gower1973 6 ปีที่แล้ว

    How do i add multiple references to the same layer like near the end of the video, I have an edge wear layer, but 3 separate detail layers and i want them all to take on the edge wear detail

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว

      In this case, you could create a layer above the 3 detail layers. Set the blending mode for the layer to passthrough for the channel you painted the details on. Then you can anchor this layer. The passthrough mode will bring the data from the layers below it. It's like merging layers to one layer.

  • @DHPshow
    @DHPshow 7 ปีที่แล้ว

    Didn't you just release a different way to put mask effects on height and normal detail? Something with a new filter.
    The question is: Can we forget about that now? The anchor system seems to replace it, besides that I think it's genious.

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +1

      We did release a filter in the previous version. It can still be helpful. Showing how to use the anchor point to send paint data to the mask generator is just one simple why to use anchor points. The difference is that the anchor point solution is more robust, but the edge filter is quicker to setup. Also, the edge wear filter overlays a material in the layer where the filter is applied.

    • @DHPshow
      @DHPshow 7 ปีที่แล้ว

      Allegorithmic ok I think I see the use of those two now, thanks really appreciatie the response

  • @BigDaz
    @BigDaz 7 ปีที่แล้ว

    I was expecting Painter to receive the skew correction that Designer had. Or has it got that already?

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +1

      We don't have a skew correction in painter at this time.

  • @zethFPV
    @zethFPV 7 ปีที่แล้ว +1

    Finally!

  • @markiemarkchannel
    @markiemarkchannel 4 ปีที่แล้ว

    This. Is. Amazing. That is all.

  • @carlobarley1985
    @carlobarley1985 7 ปีที่แล้ว

    is it okay to stamp rotated normal maps on top of another normal map? won't there be problems lighting it? anchor points look beast!

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      Yes! We are actually recomputed the normal vectors so that the vectors are correct when rotated. This works for any normal map you import as well.

  • @Michael-yf6pj
    @Michael-yf6pj 7 ปีที่แล้ว

    光叔厉害,加油!

  • @MrXBJonte
    @MrXBJonte 7 ปีที่แล้ว +1

    Great video, would it be possible if we could get that material to try out painting with different anchor references. It is a little difficult understanding the concept just by looking at the video!

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      Thanks! I can make a detailed tutorial.

  • @1981danielmn
    @1981danielmn 7 ปีที่แล้ว

    Would it be possible to use this to make a pain table window effect

  • @ShaufelDog
    @ShaufelDog 7 ปีที่แล้ว +1

    Great?! Awesome!

  • @hanumaanek
    @hanumaanek 4 ปีที่แล้ว

    can we see making of - last model with glow?

  • @cyrillimoges9372
    @cyrillimoges9372 6 ปีที่แล้ว

    Amazing !

  • @christiangreen3612
    @christiangreen3612 7 ปีที่แล้ว

    I don't see the Micro Normal box within the Image
    Input Property. Is there something I need to turn on?

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      The Micro Normal is located in Generators. These feature was added to generators so they could read the data from layers via the anchor.

    • @christiangreen3612
      @christiangreen3612 7 ปีที่แล้ว +1

      Got it! Thanks so much

  • @bensong8518
    @bensong8518 6 ปีที่แล้ว

    Can someone explain how the instructor controlled the 3 referenced layers for the anchor point at ~9:00? Is there a gradient set up where certain value ranges will reveal 1 of the 3 layers?
    How does SP know that it'll reveal panels first, wires second, then fire based on the amount of brush clicks?

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว +1

      It doesn't actually know when to reveal layers. The gradual blend comes from lowering the opacity setting on the brush

    • @bensong8518
      @bensong8518 6 ปีที่แล้ว

      Thanks for the response. I might be misunderstanding it or misphrased it, but at 7:58, 1 brush stroke in the anchor layer produced 3 different results in the various referenced layers' masks (i.imgur.com/zbgFQFP.png) Shouldn't they all be identical to the anchorpoint layer's mask and just show the top "Wirings" layer?

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว +1

      All 3 layer masks are be referenced by the single painting layer. This confused me as well at first : ) They would be identical, but using lowering the opacity for the brush makes it act like a "build up" of the stroke. It help gives the illusion that each layer is being revealed at different amounts.

    • @bensong8518
      @bensong8518 6 ปีที่แล้ว +1

      oh gotcha. Thanks for clearing that up. I really need to remember this new feature and try to apply it somewhere!

  • @markbradshaw9438
    @markbradshaw9438 7 ปีที่แล้ว

    At the beginning of the video you mentioned that you licensed some alphas and converted them to normal maps. How was that done?

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      We did the conversion in Substance Designer. You can create a normal from a height map using the normal node.

  • @Bokaj01
    @Bokaj01 7 ปีที่แล้ว

    When testing this it didn't update. I had to click the generator again, select micro normal, anchor points and re-select normal mode. It was reset to color. 7:20

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +1

      Thanks for reporting, we will look into this.

  • @Yassine_Laatiri
    @Yassine_Laatiri 5 ปีที่แล้ว

    my fire effect didn't show up after painting with paintable mask
    anything wrong?

    • @Substance3D
      @Substance3D  5 ปีที่แล้ว

      It sounds like there is an issue with the Anchors. Make sure that the referenced anchor points are below the later trying to access them.

  • @riaan077
    @riaan077 4 ปีที่แล้ว

    Hey yall, does anyone know how i can do a polygon fill with just an edge wear generator to that specific polygon selection but without have to add any actual fill/color (like the default being a red fill for example). I just want the edge wear effect for that polygon selection without having to touch the material underneath it in anyway. I dont want to color id every single part that i just want a generator for.

    • @Substance3D
      @Substance3D  4 ปีที่แล้ว

      You can add a paint effect right above the generator. With the polygon fill in mesh fill mode, fill with white. Then in polygon fill mode set to black, choose the faces you want isolate the generator to. Finally, switch the blending mode of the paint effect to Substract.

  • @Bbentley81
    @Bbentley81 6 ปีที่แล้ว

    You mentioned that you converted alphas to normal data, how did you do that

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว

      We did that using Substance Designer. You can take height data and convert that to normal using the normal node.

  • @buunuu.
    @buunuu. 7 ปีที่แล้ว

    So im a little new to substance painter. is it possible to use this with smart masks? or just generators? or am i missing something lol

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      Yes, you can use smart masks and generators with Anchor Points.

  • @StealerSlain
    @StealerSlain 7 ปีที่แล้ว

    simply pogchamp

  • @chybsik69
    @chybsik69 7 ปีที่แล้ว

    Awesome! But, i can't figure out how to achieve same result with masked fill layer

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      Can you please post in this forum with some screen shots? I can help there. forum.allegorithmic.com/index.php/board,37.0.html

    • @chybsik69
      @chybsik69 7 ปีที่แล้ว

      ok, i will, thanks

  • @TriQuad
    @TriQuad 5 ปีที่แล้ว +1

  • @mrBurlaka1
    @mrBurlaka1 6 ปีที่แล้ว +1

    Did you have an isolated view for detail like in Maya?

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว +1

      You can isolate based on mateiral ID (Texture Set) Is the circle Icon in the Texture Sets.

    • @mrBurlaka1
      @mrBurlaka1 6 ปีที่แล้ว

      Thank you so much!

  • @sqworkshop
    @sqworkshop 7 ปีที่แล้ว

    When i use Hull Damage (Metal-Rough), and draw on base color, fire dont apear, only damage. why?(

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      You need to link the fire layer to the paintable mask. We will do a tutorial on this

  • @ryh7800
    @ryh7800 7 ปีที่แล้ว

    coooooooooooooooooool~~~~

  • @netrarajpun
    @netrarajpun 7 ปีที่แล้ว

    Is this version not available to users with student license.?

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว +1

      This version is available for student licenses. If you have a 2.x version, you'll need to go into your account and download the new license for 2017.

  •  6 ปีที่แล้ว

    Hi, please, impossible to found the artist name, Jonis Romeguard?

    • @Substance3D
      @Substance3D  6 ปีที่แล้ว

      Here is a link to Jonas Ronnegard gumroad.com/environmentdesign

  • @saqib3d
    @saqib3d 4 ปีที่แล้ว

    how can we get the AO on our Painted Normal Details.

    • @Substance3D
      @Substance3D  4 ปีที่แล้ว

      You can use the HBAO filter and apply it to the layer stack. Set it to Normal and it will create the AO.

  • @matislebelfaille7510
    @matislebelfaille7510 6 ปีที่แล้ว

    Can you do that with a fill layer and a greyscale info height map?

  • @esparafucio
    @esparafucio 7 ปีที่แล้ว +5

    Witchcraft!!!!

  • @RyanDavidHale
    @RyanDavidHale 7 ปีที่แล้ว

    so wheres the pic (of the Ram) from your thumbnail??

    • @Substance3D
      @Substance3D  7 ปีที่แล้ว

      It's in our gallery from the website. www.allegorithmic.com/gallery

  • @user-mj7vz1rq8q
    @user-mj7vz1rq8q 7 ปีที่แล้ว +1

    Амбиент наше все ))

    • @Eternal_23
      @Eternal_23 7 ปีที่แล้ว

      Chillout тоже

  • @mattgrimaldi13
    @mattgrimaldi13 7 ปีที่แล้ว +1

    wowwww....