From what I understand, atlases are a "leveled up" image inputs you usually connect to a tile sampler as an example. But instead of image inputs, they are a full texture set that you use a atlas scatter to scatter? Sorry if I'm not making sense. And it's not just used for scattering, you can use it as a texture for a whole 3d mesh, like a rock for example or create a whole tree. Example like how haircards work. Also last question, is altas scatter using like a flood fill? Final final question!! I wonder if I can combine atlas/trimsheet with exposed parameters? Their implementation is very similar. Or am I thinking of decals/trimsheet. Im always confused what's the difference between a decal and an atlas. Thank you!!!
Hi there, I recently came across your video and I love what you've made here it's incredible. I was wondering if you had a setup for the creation of the leaf maps before hand, I think you've used a method called bleeding but I was wondering if you had something setup in substance designer for this or do you use Photoshop?
Hey there, I'm glad you've found it all helpful! So the leaf textures that I used in this video are from Megascans, which follow a pretty standard texture-set for foliage. Unfortunately I don't really have any particular SD or PS setup for creating these leaf maps, you will likely be able to search UA-cam to see how other people create their own tho! I personally use Blender to create a leaf model and I end up baking it down to a couple of those input textures that you see in the video, once I am ready to pack them all together on one atlas. Sorry if that doesn't really satisfy your question!
I've been using the Samson C01U USB Studio Condenser for a couple years now, and it works very well! It's USB, so plug and play makes things easy to use. I also have a little pop cover filter that goes over top, which helps eliminate a ton of noise. :)
Theoretically, you could use it to atlas any objects you wanted, as long as they were set up correctly like in this video! However, the node is designed more towards creating foliage atlases so you'll get more features geared towards those. :)
Hi ! I just bought your node, but saddly that's not working, when i connect my Material transform output to your node nothing happen your node display nothing :(. Substance version : 12.1.0.0
Hey there, thanks for looking at Plant Press! Let's try and troubleshoot this. Are you providing an Opacity map to the Plant Press node? If there is no Opacity map, it may be a reason nothing is visible.
Hey, thanks for checking it out! At one point I believe I had enabled the ability to use Paypal for purchases on my Gumroad, however I've since removed it unfortunately. The fees that Paypal was taking on each transaction were just ridiculous, I'd never seen transaction fees so high haha.
So I bought a perpetual license at the start of 2019 when Adobe first bought Substance, knowing that at some point the prices were going to increase and perpetual licenses were going to slowly be shoe-horned out of being a useful/accessible option. Since then, I haven't seen any real improvements to the 2D side that made me consider needing an upgrade. 2019 has all the nodes I need, and for the ones that it doesn't have I can just make an equivalent myself which is what I do in most cases. :)
@@GetLearnt I see, thanks for explaining. :) I used my perpetual licence for 2020 for 2 years, but since the new perpetual licences were on sale on Steam at half the price (so 50 euros for me) I upgraded to 2022. Cant say I have seen much improvement really, but atleast ill get the next year worth of upgrades if they release anything worthwhile.
@@SDB_Dev Totally! Ya I wouldn't say it's not worth upgrading, just for the work I do there's not been any upgrades that were significant enough to warrant the financial investment. Plus as someone who makes add-ons, having an older version means most people will be able to open my sbs files since the newer versions generally are compatible. :)
Hey Chunk, can this node retain 16-bit inputs and have 16-bit outputs? I noticed that the node itself is labeled as 8-bit. If forced to 16-bit manually, will there be any degradation under the hood as it blends with 8-bit processes?
Hey that's a great question! The node itself has its bit-depth set to "Relative to Parent", so whether you manually set the bit-depth on the node or the parent graph to 16bit it should work. As for under the hood, all nodes are set to "Relative to Input" so as long as the input images are 16bit there shouldn't be any mismatches. I've just checked and everything seemed to be ok! So best course of action: - Set either node or the graph the node is in to be 16bit - Ensure each node going into Plant Press is 16bit There shouldn't be any problems after that! :)
@@trebilicious My pleasure, thank you for considering Plant Press! If you have any more questions always feel free to shoot them my way, I'd be happy to help as best I can. 😊
I’m curious how you are accommodating for the rotation of the normal map when using the Transform 2D, are you linking the values from the transform 2D to a normal rotate node?
You can use a Normal Vector Rotation node to rotate a normal map and maintain correct normal map vectors, that is however missing the transformation capabilities so Id assume he did something similar to that and either built his own version with transformation or just did the transforming and rotation separately under the hood
@@Braytonks3D Thank-you I’m aware of the Normal Rotate node, I’ve just not had particularly clean ways of exposing transform capabilities especially with the matrices of the transform 2D so I’m curious how he’s linking the transform rotation values to the normal rotate
Its really nothing complex. Each asset gets its own Transformation and Offset variables which are used for controlling all transformations under the hood. I'm currently using the default Normal Vector Rotation node, which then gets its values set by the master variable. :)
@@GetLearnt Interesting! I’ve had an interesting time exposing transform 2D matrices before now and the float 4 value for the rotation and stretch throws me off
@@danhutchinson1326 Ya transformation matrices in general are super confusing! I tried to make it as simple for myself as possible, haha. Ultimately I'm just overriding multiple Transformation 2D nodes simultaneously with variables, I've not set up any lower level matrices myself. :D
So this node is for compositing together an atlas for your foliage assets. Once you've gone ahead and created one, you would generally bring that texture into your 3D modeling application and start creating the models for these assets, and unwrapping them to your texture atlas. :)
It's more specifically targeting the final composition of foliage game assets, you can't "create" any foliage from this node but you can use it to package them all together into 1 texture sheet. Typically this atlas-making process can be rather tedious to set up, especially when you're trying to work with several assets which each have upwards of 4 or 5 different texture channels. Plant Press is a quality of life node, so once you have created foliage pieces u can use it to make your final game ready texture. Hope that helps! :)
From what I understand, atlases are a "leveled up" image inputs you usually connect to a tile sampler as an example. But instead of image inputs, they are a full texture set that you use a atlas scatter to scatter? Sorry if I'm not making sense.
And it's not just used for scattering, you can use it as a texture for a whole 3d mesh, like a rock for example or create a whole tree. Example like how haircards work.
Also last question, is altas scatter using like a flood fill?
Final final question!! I wonder if I can combine atlas/trimsheet with exposed parameters? Their implementation is very similar. Or am I thinking of decals/trimsheet. Im always confused what's the difference between a decal and an atlas.
Thank you!!!
Dont leave us hanging for so long😜✌
Haha, the unfortunate side effect of working full time! 😅 I'm hoping to get some stellar stuff out this year for you to sink your teeth into tho!
@@GetLearnt What are you working on? If its not under nda😜
@@timsonss Sadly it is... 😔 Hopefully I can share more about this year but NDAs can kinda suck like that.
Hi there, I recently came across your video and I love what you've made here it's incredible. I was wondering if you had a setup for the creation of the leaf maps before hand, I think you've used a method called bleeding but I was wondering if you had something setup in substance designer for this or do you use Photoshop?
Hey there, I'm glad you've found it all helpful! So the leaf textures that I used in this video are from Megascans, which follow a pretty standard texture-set for foliage. Unfortunately I don't really have any particular SD or PS setup for creating these leaf maps, you will likely be able to search UA-cam to see how other people create their own tho! I personally use Blender to create a leaf model and I end up baking it down to a couple of those input textures that you see in the video, once I am ready to pack them all together on one atlas. Sorry if that doesn't really satisfy your question!
THANKS CHUNCK🥦
Anytime, Elmo! 😁
This is pretty neat, nice job
Thanks for checking it out! Been a fun project to figure out. :)
This is gonna be a random question, but what mic are you using?
I've been using the Samson C01U USB Studio Condenser for a couple years now, and it works very well! It's USB, so plug and play makes things easy to use. I also have a little pop cover filter that goes over top, which helps eliminate a ton of noise. :)
Can you use this node for objects like bricks instead of plants?
Theoretically, you could use it to atlas any objects you wanted, as long as they were set up correctly like in this video! However, the node is designed more towards creating foliage atlases so you'll get more features geared towards those. :)
@@GetLearnt Nice! Do you know how to set up a atlas material when it comes to other objects like bricks?
@@blastradius9136 Are you looking to create a tiling brick material? Or like an atlas with individual bricks?
Hi ! I just bought your node, but saddly that's not working, when i connect my Material transform output to your node nothing happen your node display nothing :(. Substance version : 12.1.0.0
Hey there, thanks for looking at Plant Press! Let's try and troubleshoot this. Are you providing an Opacity map to the Plant Press node? If there is no Opacity map, it may be a reason nothing is visible.
@@GetLearnt Thanks for your really quick answer, yes that's was my problem :)
@@gui205 I had a feeling, happy to help and please feel free to leave any future questions here! :)
It looks very convenient!
Is there a purchase address that supports paypal?
Hey, thanks for checking it out!
At one point I believe I had enabled the ability to use Paypal for purchases on my Gumroad, however I've since removed it unfortunately. The fees that Paypal was taking on each transaction were just ridiculous, I'd never seen transaction fees so high haha.
How come you are using 2019.3.3 instead of the newer version(s)? Is there a good reason? :)
So I bought a perpetual license at the start of 2019 when Adobe first bought Substance, knowing that at some point the prices were going to increase and perpetual licenses were going to slowly be shoe-horned out of being a useful/accessible option. Since then, I haven't seen any real improvements to the 2D side that made me consider needing an upgrade. 2019 has all the nodes I need, and for the ones that it doesn't have I can just make an equivalent myself which is what I do in most cases. :)
@@GetLearnt I see, thanks for explaining. :) I used my perpetual licence for 2020 for 2 years, but since the new perpetual licences were on sale on Steam at half the price (so 50 euros for me) I upgraded to 2022. Cant say I have seen much improvement really, but atleast ill get the next year worth of upgrades if they release anything worthwhile.
@@SDB_Dev Totally! Ya I wouldn't say it's not worth upgrading, just for the work I do there's not been any upgrades that were significant enough to warrant the financial investment. Plus as someone who makes add-ons, having an older version means most people will be able to open my sbs files since the newer versions generally are compatible. :)
Hey Chunk, can this node retain 16-bit inputs and have 16-bit outputs? I noticed that the node itself is labeled as 8-bit. If forced to 16-bit manually, will there be any degradation under the hood as it blends with 8-bit processes?
Hey that's a great question! The node itself has its bit-depth set to "Relative to Parent", so whether you manually set the bit-depth on the node or the parent graph to 16bit it should work. As for under the hood, all nodes are set to "Relative to Input" so as long as the input images are 16bit there shouldn't be any mismatches. I've just checked and everything seemed to be ok!
So best course of action:
- Set either node or the graph the node is in to be 16bit
- Ensure each node going into Plant Press is 16bit
There shouldn't be any problems after that! :)
@@GetLearnt thanks for the thorough reply! I'm looking forward to buying this soon!
@@trebilicious My pleasure, thank you for considering Plant Press! If you have any more questions always feel free to shoot them my way, I'd be happy to help as best I can. 😊
I’m curious how you are accommodating for the rotation of the normal map when using the Transform 2D, are you linking the values from the transform 2D to a normal rotate node?
You can use a Normal Vector Rotation node to rotate a normal map and maintain correct normal map vectors, that is however missing the transformation capabilities so Id assume he did something similar to that and either built his own version with transformation or just did the transforming and rotation separately under the hood
@@Braytonks3D Thank-you I’m aware of the Normal Rotate node, I’ve just not had particularly clean ways of exposing transform capabilities especially with the matrices of the transform 2D so I’m curious how he’s linking the transform rotation values to the normal rotate
Its really nothing complex. Each asset gets its own Transformation and Offset variables which are used for controlling all transformations under the hood. I'm currently using the default Normal Vector Rotation node, which then gets its values set by the master variable. :)
@@GetLearnt Interesting! I’ve had an interesting time exposing transform 2D matrices before now and the float 4 value for the rotation and stretch throws me off
@@danhutchinson1326 Ya transformation matrices in general are super confusing! I tried to make it as simple for myself as possible, haha. Ultimately I'm just overriding multiple Transformation 2D nodes simultaneously with variables, I've not set up any lower level matrices myself. :D
how do you hook it up in unreal. and what happens when you export, normal there are uv´s :)
So this node is for compositing together an atlas for your foliage assets. Once you've gone ahead and created one, you would generally bring that texture into your 3D modeling application and start creating the models for these assets, and unwrapping them to your texture atlas. :)
Is this for creating game assets?
It's more specifically targeting the final composition of foliage game assets, you can't "create" any foliage from this node but you can use it to package them all together into 1 texture sheet. Typically this atlas-making process can be rather tedious to set up, especially when you're trying to work with several assets which each have upwards of 4 or 5 different texture channels. Plant Press is a quality of life node, so once you have created foliage pieces u can use it to make your final game ready texture. Hope that helps! :)
@@GetLearnt Thank you, that's what I suspected, but for my kind of work, I don't package assets in that way. Interesting stuff though.
@@Martial-Mat Definitely for a certain niche group of people. Thanks for checking it out tho! :)