Substance Designer

Pxlink: TUT Material data
Obsidian: [[TUT]] [[16-02-01-Rendering]] [[08-01-01-Material]] [[18-01-01-Color]] [[14-01-01-Procedural]] [[11-01-01-Math]]

Pxlink: Obsidian:

Dark circle on node input mean this input is primary.

Bit depth

L8 - 8 bit > grayscale (256 colors) > base color default color, albedo, ambient occlusion
L16 - 16 bit/channel (65000 colors/channle) > normal export L16F - 16 bit/channel > but floating point for heightmaps L32 - 32 bit/channel > (ta sama co 16 tylko powyzej i poniżej 0 mozna matme) , {not better but additional functionality} (assumed to be raw (linear space) by most rendering soft)

Mixing

Mixing colors:

Inconsistant amount of value

  • multiple - will darken image (not linear)
  • screen - will brighten image (non linear)
  • overlay - screen&multiple (non linear)
  • Add/Sub - (linear !)
  • max min - blending h maps - linear
  • soft light - use with color blending

Inne:

  • random to ABSOLUTE - nba kazdym nodzie nie bedzie niespodianek
  • WEIGHTED AVARAGE = tak average of each input and divide by nr of input … we should weigh of intensity of each input ()

Nodes plugins

BW Color variation

  • value variation - jakie valu ma variacja
  • hue variation - base on original ccolor how much to offset original color smaple count - 2 colors variation - more ++

Nodes

make tile photo -
pixel processor !

Base:

Blend - basic node
Transform 2d - limited to ^2
Height Blend - with height mask output !!!!

Channels:

Gradient - Gray to color
Curve -
Split RGBA / Merge - floats > vector > float

Filter

  • Histogram scan - Select
  • Quantize- Steps
  • Highpass - (leave only detail)
  • Curve - Broad range
  • Edge detect

    Blurs

  • Blur hq
  • Non uniform blur Grayscale - just blur with angle and tex amp

    Warp / Organic

  • Warp - Move direction of gradient. From black to white.
  • Directional Warp - In one direction in: mask how much will transfrer in const direction (use when need to break noise for tiles, bend shapes)
  • Vector Warp -
  • Multi dir warp grayscale - w kilku kierunkach sterowanie tylko amp
    • wrapy zostawiaja za soba trailsy
  • Non- uniform dir wrap - adv mozna sterować kątem maską
  • Vector wrap - flow
  • Slope Blur / Slope Blur Grayscale - (‘input’, ‘gradient with blur dir’) like warp slide in direction of gradient descent. Chained warps
    • min: cutoff
    • max: add
  • Shadow ?

    Tilers:

  • Tile Sampler - new - more control - use with texture noise mask
  • Tile Generator - - less control
  • Splatter - simpler in use than Tile Generator
  • Tile Random - random constraint to keep random on string.

Flood fill system:

  • Fill flood
  • Flood Fill to grayscale - Input noise to select random islands.

Shape Splatter system:

  • Shape Mapper /
  • Shape Splatter - system of advanced scattering . Is using bcg heigth.

Noise

  • Voronoii
  • Voronoii fractal - 3d more detiaal vars
  • trailangle grid

  • perlin noise zoom -
  • fract sum base - dots

Scan processing

Splines

Non destructive shape creation, scatter elements on. Plieline steps: 1)Creation, 2) Assembly, 3) Modify , 4) Render

Creation spline circle cubic and poly quadratic

  • Mask to path > path to spline > scatter on spline
  • Spline Bridge - skin

Assembly You can ‘chain’ splines nodes one after another or use nodes:

  • Append (group)
  • Connect
  • Merge
  • Select

Modify

  • Warp, Render You need to render spline to convert
  • Spline Render

  • preview paths
  • path select

Python

Python API


https://sighack.com/post/getting-creative-with-perlin-noise-fields https://flafla2.github.io/2014/08/09/perlinnoise.html

GitHub Logo

https://youtu.be/WNwtc-OeGQ0
https://youtu.be/YmTN8K5-7Oc
https://youtu.be/YmTN8K5-7Oc https://youtu.be/NzSkMVYzP18