http://www.discogs.com/Substance-Scent-Relish-Sessions/release/25939CR-18, 1997
Gnomon shares some master advice on Substance tools from industry professionals, who work at Naughty Dog, Blur Studio and Santa Monica Studio.
Minimalistic, aesthetic The Substance movie poster!
dir. Coralie Fargeat
tnx a lot man, will try it out!
In the longest and most technical video of the series, Nikola runs you through how he created a fully procedural Tree Bark material in Substance Designer.All...
Gravel material made fully in Substance Designer 6. I couldn't find many gravel materials made in Designer so I decided to give it a try. I eneded up using an excessive amount of Tile Sampler nodes to get the feeling of depth that I wanted. Shoutout to Sergey Danchenko for making the "Randomize Mask" node, couldn't have gotten the colour variation without it.
Hello everyone, I've put together a node for Substance Designer that can take a bitmap mask input and generate from it a random luminance mask (also known as variation map) and a random opacity mask. Works pretty much like Color random inside Tile Sampler node, but for bitmap masks too. It's pretty awesome, so if interested check it out and let me know what you think! I've updated the node to Version 2. Updated download link for the node and discussion thread on Allegorithmic forums: http://goo.gl/FJWbGc P.S. The graph and SBS package is extensively commented, so don't forget to peek inside ;) Kudos to Pawel Pluta (http://www.squad3d.com) for his great work that inspired me to build this node. Cheers, Sergey
The treatment of addictions typically begins by gathering a comprehensive history of a client's substance use. We've created a tool—the Substance Use...
ValN84 Rust texture create mask, maybe the procedural. Because rusty metal must be in another place.
Time for a complex one. Every environment artist needs a tree bark at some point. Cypress trees are iconic of Italian landscape, so it was fitting to construct one for my Rome: Fantasy Pack I project in Unity and Unreal. It turned out the heightmap came together pretty fast. Getting the albedo to look the way I wanted was the real challenge. Making sure the grey-to-reddish-to-tan transitioning felt right took some time. My custom nodes, Get Slope and Height Selector, are required for this exercise. Get them here: https://share.allegorithmic.com/libraries/1172 The Height Selector isolates pixels in a greyscale heightmap based on their value. Useful for when you want to texture the "tops or bottoms" of a heightmap. The Get Slope node generates a slope texture where black pixels on the resulting greyscale map are considered flat planes and white pixels are considered vertical angles. I actually didn't finish a roughness pass on this one. I'll add that in the future. Enjoy!
Zahar Scherbov was kind enough to share a breakdown of his Mediterranean Sea Material in Substance Designer and the animation behind it.
No .dds export unfortunately, but we have support for .ico :) Joke aside, I think you can export in dds using the batching command line tool that comes with the commercial version.
Hi everyone, I've been using SD for a while but I haven't shown much.
JROTools Store - http://bit.ly/JrotoolsSubscribe - http://bit.ly/Sub-JRO↓-----------------------------------------------------↓Time-lapse of the Knit Wool ma...
Substance Designer Practice - Intelligent Material (Crystal) Substance Designer produces crystal intelligent materials and exports SBSAR file, and applies it to objects in Substance Painter, which can adjust various material effects of crystals (in iterative improvement).