If you want to play with HEIGHT/DISPLACEMENT from 1:26 to 2:27 as Wes did, then: 1. In the Layers panel delete Mask Builder and Fill layer from the Dirt mask (built from 0:16 to 1:26), so you get the same result as Wes does on screen 2. Prepare displacement/height to work: Go to the SHADER SETTINGS on the top-right of your screen (shaderball icon), scroll down to the bottom until you hit DISPLACEMENT & TESSELATION. Increase the Displacement Scale so it's greater than 0 (try 0.1 for starter). Increase tesselation quality (Subdivision Count) to max value 32. 3. Go back to your layers panel. 4. On top of Dirt layer put FILL layer (and not Paint layer, because it won't work) and set Height in PROPERTIES - FILL panel (at the bottom of that panel) to something different than default 0 (try 0.1 or 0.2 for starter). Put a black mask and rename this layer to Height 1. 5. Now you can paint with WHITE brush on your BLACK mask of Height 1 layer and you will see displacement on your model like Wes did 6. On top of that put another FILL layer and set Height in PROPERTIES - FILL panel (at the bottom) to something different than default 0 (try 0.1 or 0.2 for starter). Put a black mask and rename this layer to Height 2. 7. Now you can paint with WHITE brush on your BLACK mask of Height 2 layer and you will see additional displacement on your model, just like Wes did. 8. Then you can play with Displacement Scale in SHADER SETTINGS (try 0.2; 0.3; up to 0.5. You can even go in opposite direction -0.1 etc.). Also try Subdivision count (from 32 to: 16, 8, 4, 2 and 1 to see the difference). Lower you go, the more harsh looking result (32 is best, 1 is worst). 9. You can also play with Height of your FILL layers in PROPERTIES - FILL panel (at the bottom). You can go up to 1 or to -1. Keep in mind that value must be different than 0 10. You can even add Height 3 layer and set its Height in PROPERTIES - FILL panel to negative value and paint with your white brush on the black mask, just to see how it subtracts height from your model. At this moment height/displacement/ADD (Linear Dodge) should be perfectly clear to you ;)
this was pretty useful, will have to do some trial and error to understand the math better. Are there any resources where I can understand the math behind this. It's easy for me to learn things if I know whats going on in the backend.
Hi Dhaval, you can find quite a bit of math around blend modes if you look online, even wikipedia lists all the formulas:en.wikipedia.org/wiki/Blend_modes This video intended to avoid all of that, so have you made sure to watch the first 4 parts in this series? You really don't need to understand the maths to make good practical use of these Blend Modes.
My question goes a bit beyond this topic of blending modes. Let me explain, I come from work where I understand that the normal map and the bump map are two textures that serve to create the illusion of high or low relief of a surface and that only the displacement is what will generate a real distortion of the 3D geometry. . However, when I got to Substance Painter, I found that we can distort geometry with both displacement and height. What happens then if I want to keep some displaced areas and others that are only treated as bump or normal map. When exporting my normal maps they carry the displacement information, information that should only appear on the displacement map. I hope I have made myself understood.
It'd be very nice to have the scroll wheel over any parameter in order browse through quickly. Really annoying every time having to open the menus to pick the right one.
@1:47, how do you actually make it protrude like that? When I use height, it is only creating an illusion on my side not actually pushing or pulling geometry?
in the new versions there are displacement attributes which can pull of the geometry while in the older versions the height channel only created an illusion that it is being pulled or not but mainly if you got the height map then it can be used for displacement purpose in any softwares.
@@megamanx9346 oh, actually it depends on which software you are using, basically displacement is a type of maps in which the small details you can make even without making or sculpting it in software
Go to the shader properties on the right (shaderball icon), scroll down to the bottom. You need to increase at least the Displacement Scale to see a result, probably also the tesselation quality.
@@Substance3D i have a question sir, i cant paint normal details into an ordinary layer by having color and normal channels enabled, because the details or hard surfaces i choose and the color i choose creates a square type alpha and i have to remove color by nrmally erasing it
I dont get it, at the beginning you said that you have "dirt on top with black mask". Where is that? I don't see an extra Icon for eighter dirt or black mask.
It's pretty easy to replicate. Create a fill layer, make it yellow and a bit glossy. Add a fill layer, make it dark and rough. Then add a BLACK mask. The black mask hides everything when you start, which might be confusing, but once you get into it, it's easier to start from a blank slate like this.
@@Substance3D what I am trying to say is that you talking about 3 icons: 1-for fill, 2-for rust, 3 for black mask. But I the screen I see you have only 2 icons, one is for the fill and one icon is for either smart mask or for black mask. So you have only 2 icons , but telling us to have 3. Then where is the third is there is any? I mean you have fill with base; so what you add to it, black mast or smart mask for rust?
@@Substance3D 0.16. Sorry that I can't explain where I have an issue. This is my first year with Substance and I teach it myself. I can eighter record a video where I go detailed on it, and post it on youtube, and post the link over here. Or maybe you can record the video on how you set up this file? At the beginning of this video, you are saying that you have a "file already set up to demonstrate it". So how you set it up? Based on what you said I have a few versions of how I can set it up, and nothing looks like yours.
@@Katia-dh8hc Hi Katia, at 0.16 the situation is very simple : 1. Create a new Fill Layer, set the basecolor to Yellow, name it "Base" 2. Create a new Fill Layer, set the basecolor to dark brown, name it "Dirt" 3. With the"Dirt" Layer selected, click Add Mask, choose "Add Black Mask" if you want the optional, less relevant height group and layer: 4. Click add new Group (folder), rename it "Height". 5. Add a new Painter Layer. 6. Drag the Paint Layer into the Height group. That's all there is to it. If you struggle with this I'd recommend following our basic Painter tutorials, as this is something you do hundreds of times in each project: th-cam.com/video/mv6pg1O9vEQ/w-d-xo.html
this is really a mastering blending modes tut
Wow, even with timestamps. Really high quality there! Great reference.
Super useful and concise tutorial, thank you !
Wow now I know to use add sub for smoth transition after using the software over a year I'v always struggle to make it work ، good to know man 😉🙏
Happy to help!
I love substance painter!
If you want to play with HEIGHT/DISPLACEMENT from 1:26 to 2:27 as Wes did, then:
1. In the Layers panel delete Mask Builder and Fill layer from the Dirt mask (built from 0:16 to 1:26), so you get the same result as Wes does on screen
2. Prepare displacement/height to work: Go to the SHADER SETTINGS on the top-right of your screen (shaderball icon), scroll down to the bottom until you hit DISPLACEMENT & TESSELATION. Increase the Displacement Scale so it's greater than 0 (try 0.1 for starter). Increase tesselation quality (Subdivision Count) to max value 32.
3. Go back to your layers panel.
4. On top of Dirt layer put FILL layer (and not Paint layer, because it won't work) and set Height in PROPERTIES - FILL panel (at the bottom of that panel) to something different than default 0 (try 0.1 or 0.2 for starter). Put a black mask and rename this layer to Height 1.
5. Now you can paint with WHITE brush on your BLACK mask of Height 1 layer and you will see displacement on your model like Wes did
6. On top of that put another FILL layer and set Height in PROPERTIES - FILL panel (at the bottom) to something different than default 0 (try 0.1 or 0.2 for starter). Put a black mask and rename this layer to Height 2.
7. Now you can paint with WHITE brush on your BLACK mask of Height 2 layer and you will see additional displacement on your model, just like Wes did.
8. Then you can play with Displacement Scale in SHADER SETTINGS (try 0.2; 0.3; up to 0.5. You can even go in opposite direction -0.1 etc.). Also try Subdivision count (from 32 to: 16, 8, 4, 2 and 1 to see the difference). Lower you go, the more harsh looking result (32 is best, 1 is worst).
9. You can also play with Height of your FILL layers in PROPERTIES - FILL panel (at the bottom). You can go up to 1 or to -1. Keep in mind that value must be different than 0
10. You can even add Height 3 layer and set its Height in PROPERTIES - FILL panel to negative value and paint with your white brush on the black mask, just to see how it subtracts height from your model.
At this moment height/displacement/ADD (Linear Dodge) should be perfectly clear to you ;)
this was pretty useful, will have to do some trial and error to understand the math better. Are there any resources where I can understand the math behind this. It's easy for me to learn things if I know whats going on in the backend.
Hi Dhaval, you can find quite a bit of math around blend modes if you look online, even wikipedia lists all the formulas:en.wikipedia.org/wiki/Blend_modes
This video intended to avoid all of that, so have you made sure to watch the first 4 parts in this series? You really don't need to understand the maths to make good practical use of these Blend Modes.
My question goes a bit beyond this topic of blending modes. Let me explain, I come from work where I understand that the normal map and the bump map are two textures that serve to create the illusion of high or low relief of a surface and that only the displacement is what will generate a real distortion of the 3D geometry. . However, when I got to Substance Painter, I found that we can distort geometry with both displacement and height. What happens then if I want to keep some displaced areas and others that are only treated as bump or normal map. When exporting my normal maps they carry the displacement information, information that should only appear on the displacement map. I hope I have made myself understood.
It'd be very nice to have the scroll wheel over any parameter in order browse through quickly. Really annoying every time having to open the menus to pick the right one.
For blending modes you can do this scrolling.
addsub 😍
@1:47, how do you actually make it protrude like that? When I use height, it is only creating an illusion on my side not actually pushing or pulling geometry?
in the new versions there are displacement attributes which can pull of the geometry while in the older versions the height channel only created an illusion that it is being pulled or not but mainly if you got the height map then it can be used for displacement purpose in any softwares.
@@MECHAGRADE Thank you! But how where are the displacement attributes? I am still new and learning.
@@megamanx9346 oh, actually it depends on which software you are using, basically displacement is a type of maps in which the small details you can make even without making or sculpting it in software
Go to the shader properties on the right (shaderball icon), scroll down to the bottom. You need to increase at least the Displacement Scale to see a result, probably also the tesselation quality.
@@Substance3D i have a question sir, i cant paint normal details into an ordinary layer by having color and normal channels enabled, because the details or hard surfaces i choose and the color i choose creates a square type alpha and i have to remove color by nrmally erasing it
When I increase the height , nothing happens ?
Hello can you help me for the height . Iam getting no where
I dont get it, at the beginning you said that you have "dirt on top with black mask". Where is that? I don't see an extra Icon for eighter dirt or black mask.
It's pretty easy to replicate. Create a fill layer, make it yellow and a bit glossy. Add a fill layer, make it dark and rough. Then add a BLACK mask. The black mask hides everything when you start, which might be confusing, but once you get into it, it's easier to start from a blank slate like this.
@@Substance3D what I am trying to say is that you talking about 3 icons: 1-for fill, 2-for rust, 3 for black mask. But I the screen I see you have only 2 icons, one is for the fill and one icon is for either smart mask or for black mask. So you have only 2 icons , but telling us to have 3. Then where is the third is there is any? I mean you have fill with base; so what you add to it, black mast or smart mask for rust?
@@Katia-dh8hc I'm not sure I understand, are you talking about what I say at 0:16 to 0:32?
@@Substance3D 0.16. Sorry that I can't explain where I have an issue. This is my first year with Substance and I teach it myself. I can eighter record a video where I go detailed on it, and post it on youtube, and post the link over here. Or maybe you can record the video on how you set up this file? At the beginning of this video, you are saying that you have a "file already set up to demonstrate it". So how you set it up? Based on what you said I have a few versions of how I can set it up, and nothing looks like yours.
@@Katia-dh8hc Hi Katia, at 0.16 the situation is very simple :
1. Create a new Fill Layer, set the basecolor to Yellow, name it "Base"
2. Create a new Fill Layer, set the basecolor to dark brown, name it "Dirt"
3. With the"Dirt" Layer selected, click Add Mask, choose "Add Black Mask"
if you want the optional, less relevant height group and layer:
4. Click add new Group (folder), rename it "Height".
5. Add a new Painter Layer.
6. Drag the Paint Layer into the Height group.
That's all there is to it. If you struggle with this I'd recommend following our basic Painter tutorials, as this is something you do hundreds of times in each project:
th-cam.com/video/mv6pg1O9vEQ/w-d-xo.html
i love you
Wes? Where are you?
I'm still here : ) We have a tutorial team which means more content coming.
WES,I'm glad to hear U
@@Substance3D Thats working very well actually! :) Thanks for all your content. Hope you can take a breathe once in a while now :P