02-08 Using the Shape Splatter node to create small dirt mounds | Adobe Substance 3D
Вставка
- Опубліковано 14 жов 2024
- In this video we will use the Shape Splatter node to create small level shapes (dirt mounds ).
Subscribe to Adobe Substance 3D: adobe.ly/3Um7q3t
Learn more about Adobe Substance 3D: adobe.ly/3NW3GSo
About Substance 3D
Adobe Substance 3D is a complete suite of smart creative apps and high-end content that gives artists everything they need to create 3D digital content. With Substance 3D, set up the perfect shot, explore the high-end 3D asset library, give life to your 3D art, build complex models, and more. Get the Adobe Substance 3D Collection.
This channel will showcase what’s possible with Substance 3D, from inspiration to in-depth tutorials. Make sure to subscribe to the channel for videos on all things Substance 3D related, including content around Designer, Painter, Modeler, Stager, and Sampler.
Connect with Adobe Substance 3D:
Twitter: / substance3d
Facebook: / adobesubstance3d
Instagram: / substance3dart
LinkedIn: / substance3d
Discord: / discord
#Adobe #AdobeSubstance3D #AdobeUA-cam
02-08 Using the Shape Splatter node to create small dirt mounds | Adobe Substance 3D
• 02-08 Using the Shape ...
If your shift + alt +left click doesn’t work, just hold alt + left click.
Hold alt + left click is what works ao 2023 version, thanks!
omg thank you so much!
Ayo, thanks!
I'm loving this new series
Thanks! Glad to hear : )
IF YOU GET SQUARE SHAPES -
Plug a levels node before cropping the shapes into different pieces and increase the blacks (Make sure all 3 crops are connected with the levels)
you my good sir, have earned my undying respect. thanks for the save I was loosing my mind.
I wish I saw that before entirely messing up my graph xD
What a legend thank you for this!
And this is when our computers start do cry a bit
Great tutorials!!
When I attempt to use shift+alt I am unable to create split node. I am using a windows machine. Any idea what could be causing this?
In 2019.2 we have greatly improved this. You can now just alt + Left click to create an output connector.
@@Substance3D Is there a way to just manually route a line using rectangle links? I'd like to avoid lines crossing over one another where I can, but using alt-left click creates a bigger mess. Would be handy to just be able to mouse over a line and be able to click and drag it around, kind of like how you might resize a window. Is there already a way to do that, or something like that?
this cours is the best i ever seen just now
You often talk about optimizing the graph, like at 2:55
Why?
In the end it's just a png anyway, no difference if you use a node once or twice.
Or does the compute to make it into png take really long?
Hi there! If you need any advice on that, come on down to the Forum & ask our experts about it. Let’s have a conversation here: [community.adobe.com/] ^Rohan
Great tutorial, but I need subtitles, thank you!
Love the series thanks a lot for the effort you guys put into this! I have a question.. : In Houdini for example you can use a object merge node to grab another node to be used in a graph. Other than that you can also reference duplicate a node which means if a param from the original changes the reference node changes as well. Since in designer we try to use the same node over and over where possible, wouldnt it be nice to have a way of reference duplicating that node instead of trying to connect it from the other side of your network? I hope i made sense there...
You can setup references by using value inputs. This way you have a single numerical data node that drives other node parameters. docs.substance3d.com/sddoc/values-in-substance-graphs-180192235.html
We also now have link reroute node. docs.substance3d.com/sddoc/graph-creation-etiquette-182255937.html
@@Substance3D Thanks for that! I will take a look at using value inputs : )
Powerful substance software
Awesome tutorial. i need subtitles. because i'm a hearing impaired person. What does saying Shift + Alt ?? in 3:39
He says that if hold Shift+ Alt you have a little yellow dot on the white line. This dot allows you to move the connection by hand to make your map more readable.
since version 2019.2 you just have to hold the Atl+left click key.
hoping to have helped :)
@@Antoine_GameArt aah thank you so much
I haven't used substance before , so i I apply this to a plane will it repeat itself like tile over the subdivisions or will it change randomly
Yes the texture you author in Substance are seamless by default.
Thank you very much for this series, it's very helpful, and you're great at explaining things to new users. (I've watched plenty of other videos from you ^^)
Edit: I've only encountered one issue so far: my plane looks still somewhat flat even though I've set the tessellation exactly as you did. Is this going to be a problem? I intend to use the material in UE4.
So glad you liked the training. For the height, did you also adjust the scale of height in the shader? It could be you have a lower value set. It won't matter in UE4 as you will be setting a scale value in the material editor for the shader.
@@Substance3D I think I found the issue: I had to use the high resolution "plane" model instead of just "plane". When I tried that it looked the same as the video! Thanks a lot for the help, anyway. Keep up the great work!
Thanks! Glad to hear you have it working
I'm also getting squared pebbles as soon as I increase the square splatter size! :'(
Me too it seems to be a common problem, yet nobody inlcuding Adobe seem to be telling us how to resolve it. It should not happen because in the properties there is an option 'Cutout black pixels - TRUE. Even if I introduce a levels node to darken the edges of each crop I still have a square edge.
I have tried for over an hour now - why have my patterns got an ugly square edge to them? Yet yours havent and I have followed everything you have done. Using version 20
To get rid of the square edge I created a new shape node, reduced scale to 0.35. Then added a Warp, Levels. Then plugged those into the orginal slope blur grayscale. Played around with the settings and managed to get rid of the square edge prior to adjusting anything in the shape splatter parameters.
I know that it's not a problem in this tutorial, but is there a way to prevent overlapping shapes in the shape splatter node?
There is a scale, no overlap parameter if you're trying to prevent overlap. adobe.ly/3mWAHmR Hope this helps :)
@@Substance3D
Thank you for the information. Yeah, I can understand that it would be difficult to create something that doesn't overlap parts. Besides, thinking about it afterwards, I realized that it would be unnecessary to prevent overlap in probably every case.
every time I opens my substance designer project it automatically makes my ''physically metallic roughness (default)'' shader to 'parallax occlusion' that previously I have set to 'tessellation' and again I have to make my changes please please give some solution for this dear substance team.
Same here, really annoying. Anyone know a fix so it remembers how you have things setup?
I think i missed a step. How did you get the height along the edge of the plane? Mine looks looks like a straight lined edge
Found it, I was on parallax occlusion instead of tessellation.
When I raise the "Scale" value everything looks raised up and spiky, am I missing something or did I mess up a step somewhere along the way?
You may also need to adjust the tessellation factor. Also it could be an issue the height data in the graph have too high of a value.
I'm using Substance Designer 2018.1.2, so I'm missing the Shape Splatter node, is there any nodes I can use instead?
Yes, you can use the tile generator or the tile random generator. On these nodes you can have the option to input multiple shapes to scatter. It works differently, but you can get a similar result.
When i use the crope node it seems like the cropping doesn|t work correctly. although i possition the crop correct, its about 4 times the size as it should be. so the area that is given to the next slop is too large. It does not only use the part insed the dotted square, but all thats visible in the2D view. Why does that happen?
Okay, i got it. i forgot that you have to doubleklick on the root note of the crop before and that have to single click on the crop. Thats a bit tricky and not very intuitiv.
is there a project file anywhere? Btw: clear tuts, thumbsup
Thanks! You can grab the source files here. academy.substance3d.com/courses/Creating-your-first-Substance-material/youtube-y8q6-tgQjZc
The shape splatter is putting squares everywhere instead of my shapes, I have no clue what could be causing this.
Miniloserchamp go through the settings, somewhere it says 'square' change it to image input
@@ekidmusic Thank you very much
@@ekidmusic Is this still the solution? I can't find 'square' in the shape splatter settings :(
@@shannasportelli I had de the same problem, the solution is that in "slipe blur grayscale" go to instance parameters / Mode and put Min instead of Blur. ;)
@@Daniramospro this fixed it for me. At least I think it was the root of the problem. I tweaked so many settings I can't even get it looking as bad anymore haha. Thanks for the tip.
My rocks are square shaped, did I do something wrong
somewhere along the way i completely lost all height difference generated by my normal, any idea on how I can fix this? I compared my nodes to yours and i'm not missing anything.
Which node in the graph do you see the difference? You are lacking some of the height details in your final normal? It sounds like it could be the location of the normal node in the node graph.
Im at 10:11 and my plane isn't showing the small pebbles. but my Ambient and normal maps are. Any reason for this?
Hmm, that is strange. It could be that somewhere the pebbles are not connected to the final height output.
I'm having an issue here, the splatter does show the cropped shapes but surrounding them with squares and the final result looks so weird!! Please I need help!! 8:40
You probably are using a an input shape that is already cropped. Just make sure whatever shape you use for splatter, is not touching the borders, and even leaves some safety margin.
@@Substance3D I've rechecked the nodes and didn't notice any issue. The funny thing is that I copied the nodes from your project file and worked just fine!
Here is my original file:
www28.zippyshare.com/v/ychlRE5w/file.html
Here is the second file using your node:
www28.zippyshare.com/v/LwrzPpic/file.html
There is one more thing I wanna ask you about. Why every time I open project I've to use Tessellation in definitions and edit the 3D view properties to increase the Height Scale? Is there any default settings that can make this process permanent?
Thanks in advance for your help
9:57 when I set my scale up to 5 it gives a completely different outcome than in the video
This could be coming from the height scale setting you have set in the shader. What value do you have for the height scale in the shader?
@@Substance3D Im also having different results than you using the same values and the tesselation scale is the same '20' :)
Did you find a solution to this? I get the same thing at the moment :(
when I opened my project to start following this video, I noticed that my 3d view is no longer displaying the tesselation despite having it set in material settings
Make sure that you've set the scale value to something other than 0! In your view window go to Materials -> Default -> Edit and then in your properties window go to Height -> Scale.
@@Garanas192Ah super, thank you very much
at 8:40 the shape grid doesn't show up for me, it doesn't show in the previous shape splatter either
Are you not seeing the blending between the background and the shape inputs? It could be a matter of adjusting the height parameter.
Whenever I bump up the scale value for height in Tesellation, I hardly see any displacement happening, its just flat shape and the plane is High rez too :(
Make sure to set the Tesellation factor up to 16
@@twistingtwinkles8094 I bumped it to 16 still its flat
@@wraithe5367 Hmm, make sure that the mode that you set in the materials is not Parallax but Displacement
@@twistingtwinkles8094 I double checked everything from my side, the scale is on 20 but still plane high res is flat :(
My 9 shapes are colliding so when i crop them they overlap. Wtf??
same here. did you manage to solve it?