Substance Designer 2017.2: Using the Flood Fill Nodes | Adobe Substance 3D
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- Опубліковано 8 вер 2024
- Substance Designer 2017.2 Release:
In this video we look at the new Flood Fill nodes to create rock patterns and shapes.
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Substance Designer 2017.2: Using the Flood Fill Nodes | Adobe Substance 3D
• Substance Designer 201...
Allegorithmic's Designer and Painter gets even better and better every update.
Thanks! That is definitely our goal. Always striving to improve and grow the toolset.
*gasps indefinitely*
Not even 30 seconds in and I immediately want to use it. This is the best thing.
Awesome! So glad you like the feature.
I spent almost a two weeks trying to do something like this on my own to get a better rock shapes and now you added this, just like that! ;) och well, love that feature and all the rest from 2017.2, fantastic update, thanks :)
Thanks! So glad you like the Flood Fill
This... Opens up... Soo many possibilities. No more fooling with the cumbersome multiple tile generators hack.
Well it clearly has it's limitations but still it's a very useful tool.
Yeah! I was using multiple generators as well .
This is so awesome! I've been using something similar that someone else made they called a "pixel processor" but I couldn't make it on my own from scratch if I tried. This is easy to make and has even more flexibility! Great for bricks, stone, tiles, hardwood, all kinds of textures. Thanks! Glad I updated!
Awesome! Let us know if you have any questions on how the node works
Extremely effective tutorial! Super clear instructions!
Omg this is one of the most important node you ever made i guess. No more fiddeling around for binary shapes to get randomised! Awesome!
Yeah, totally agree. This is a great addition to Designer
The timing of this couldn't have been better. I was just trying to work out how to do this a few days ago and had all but given up! A quick 30 second test and it works perfect!
Awesome! Yeah I wanted something like this for such a long time. The Allegorithmic devs are wizards!
Allegorithmic the best company in world of procedural texturing
Thanks very much! We try our best : )
So cool! Thanks a lot!!
Thanks much!
Another great update from Allegorithmic. I'm sure this addition will prove invaluable and save a lot of time (money)
Thanks! We keep a fast pace with development
Very, very, very cool. I'm going to use this a lot.
Incredible! Thanks a lot
Thank You very much, Wes.
Thanks! Glad you liked the videos : )
Holy crap! GG as always Allegorithmic
Thanks!
Ohgod, yes. Yeees!
Yes! It's a great node. I've wanted something like this for a long time.
amazing!
I'm going to feel like I'm cheating when I use this, but I love it anyway!
Awesome! It really improves workflow
Nice operator..
I was wondering why designer didn't have an "instancing" system... being procedural and all... this node brings it a bit closer.
Instancing workflows can be very efficient... create one object/shape & multi-copy it on a secondary support object while adding some variation to each copy... similar to Houdini's system
You can sort of accomplish this with the Python API in Designer. Using the API you can make copies and loops of nodes. However, it's not an instance. I will ask the devs about instancing workflows
Hi. Nice video about Flood fill nodes. Is it possible to download somewhere this stone_floor.sbs . I recreated this large rock surface but it's interesting how you created and placed small rocks in the gaps between large rocks. Thanks.
I'm just curious, what is the mysterious data contained in flood fill that may be used for so many different things? What does RGB stand for in flood fill itself?
It's a cell ID number + per cell UV-coordinates packed together.
I am assuming flood fill is new since I am unable to find it in my substance designer 5.6.2
If so, will there ever be some way to upgrade without buying an entirely separate and new program? I bought substance around 2/3 years ago when I thought I was going to need it for school, turned out I really didn't. I didn't use it for a year, and then I did need it, saw there was a new version. Assumed there would be some way for previous buyers to upgrade at a reduced price, and found out there was an action like that for about a week.
I applaud Allegorithmic for allowing you to upgrade more cheaply, but this time restraint turns a reward for returning customers into a penalty for people who happened to not be paying attention that month.
Floodfill is a pretty new node. It was released in the 2018 versions of Designer.
I'm trying to get a look similar to where you started with your mask. Would you be able to share how you made that? As usual I can't really make out the node names in the video.
You can see the nodes in this image. www.dropbox.com/s/b9s4kk3b98trdhb/stone_mask.png?dl=0
I will also upload the full material when it's completed on Substance Share
Wow!!!
Very cool! But I don't like the decision to make it only run on GPU engine. The power of Substance Designer was that you create it and use it everythere. No it might not only split the user base, it also makes probably the best new substances unusable for some programs like Unity. I know it would perform quite bad on CPU and that there is probably some limitation in Unity that makes Substance run on CPU. But I still think that this decision was a bad one, because you need to take care now that your Substances run on CPU, if you want to possibly use them everythere.
Thanks very much for you input. This wasn't a decision we actively made. The CPU engine can't produce the effect. I will check with the team to see if this is something we can do in the CPU with a future update to the CPU engine.
I'd love a Multi-Blend node where you just plug in multiple inputs and set a blend mode to combine all of them, instead of doing this step by step by step process.
Yes, good idea.
@@Substance3D like Corona Layered Mtl vs 3ds max blend
Where i can find the full tutorial for rock material you showed in here?
I don't have a tutorial on this yet. The idea is to make this into a new beginner course.
Dear substance! I cant find my flood fill node.
Hi, you mentioned in this video that flood fill can only be used with engines that use GPU. Is this the case for offline renderers such as corona? As it's cpu based only. I'm just wondering as i've used this flood fill node for the first time on a brick to give colour variation, but in c4d using corona it comes out a lighter shade, just wondering if this is to do with it being a cpu renderer?
I believe this is no longer a limitation with our new CPU engine. We've updated the CPU engine to support 4K and other nodes. When I say GPU in the video, I am referring to our Substance engine. We have GPU and CPU variants. Previously we needed the GPU substance engine to compute flood fill. This will have no impact on Corona as a CPU renderer.
Flood fill node is really interesting...... Did you guys invented that algorithm? or it's already been published? the parameter 0.499992 inside the pixel processor in flood fill node is still a mystery to me......
I'm sorry, I'm not really sure. I can ask the devs.
Thanks! I'm really attracted to these pixel processors... so powerful
Nodes!
Is Unity going to get the ability to use the GPU in the future?
I am not sure in this case. I would assume so as UE4 allows this, but we don't have any insight into if Unity is planning GPU support for plugins.
flood fill
flood fill
You really do this tutorial a disservice by not explaining how to make that first mask in the beginning, or providing a link to another tutorial that does.