04-02: Exporting textures | Adobe Substance 3D

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  • Опубліковано 27 лис 2024

КОМЕНТАРІ • 65

  • @karanpratapsingh5022
    @karanpratapsingh5022 4 роки тому +50

    What makes official Substance tutorials so great is that you take the time to properly explain not only the steps to achieve a certain result BUT more importantly, why each step matters and how does it affect the material in both logical and visually consistent ways.
    Thanks for the great software and excellent tutorials as always!

    • @Substance3D
      @Substance3D  4 роки тому +5

      Thank you very much : ) Greatly appreciate it.

  • @janvisagie231
    @janvisagie231 2 роки тому +11

    Substance Designer needs more tutorials of this length and quality. Great work on this series, I learnt a lot.

  • @SleepingHollow
    @SleepingHollow 5 років тому +56

    Watched this series all the way through and really got me excited to start using Substance Designer!
    Thank you so much for putting this up!

    • @Substance3D
      @Substance3D  5 років тому +5

      Thanks! Glad to hear you liked the videos

  • @leonardchua12345
    @leonardchua12345 4 роки тому +8

    That water node blew me away the second i thought u needed to create noise for it. Thats how its usually done in PS, but Designer really took it to the next level!

  • @ancacivitu8662
    @ancacivitu8662 3 роки тому +2

    Amazing series! For a beginner in Substance Designer, these tutorials made it easy to understand through the very clear explanations. Thank you!

  • @elizabethtan4828
    @elizabethtan4828 5 років тому +17

    the best sustance tutorial i have seen. thank you for this

    • @Substance3D
      @Substance3D  5 років тому +3

      Awesome! Thank you very much

  • @clusterzmano
    @clusterzmano 4 роки тому +7

    Tutorial was very good, spent 3 days and learned a lot!!

  • @wilismatrix9847
    @wilismatrix9847 5 років тому +5

    Big thanks for this training course, lot of great informations with detailed explanation ! that UE4 Scene just rocks like hell, so beautiful !

  • @tiredguy2753
    @tiredguy2753 2 роки тому +2

    Great series of videos, thank you for explaining each step of the way rather than just "plug this into that etc..." I imagine creating these videos took quite some time, still I hope Adobe is interested in making more in the future whether it is more realistic textures or going a stylized direction.

  • @IbizaInnercity
    @IbizaInnercity 4 роки тому +2

    Best tutorials since Andrew Kramer.

  • @jahandarwerewolf8480
    @jahandarwerewolf8480 5 років тому +3

    Thanks for this brilliant tutorial! You save my life and my nerves! Thank you!!

  • @SuperAza619
    @SuperAza619 5 років тому +11

    I loved this tutorial and blew my mind when i saw you could add water so easily. I've been using Substance Painter for so long and was intimidated with Designer at first, this tutorial series was amazing in introducing it to me. I do have one question that I am confused about, how do I know, which and when should I change the bitmap sizes for maps. I've never really had to take that in to consideration but would like to know for optimization sake in the future. Thanks again!

  • @MikaelaHaage
    @MikaelaHaage 2 роки тому +3

    Great series!!
    But how did you apply all the textures to the material in Ue4?
    I'm having problem with connecting the height texture sample node.

  • @TheKovach
    @TheKovach 2 роки тому +3

    Truly a great tutorial series, but I am having trouble with the wizardry of getting the height map information in engine, my dirt is flat no matter what I do. Clearly my ignorance of Unreal and Maya are limiting factors, but even after research, i can't seem to get my texture to take on the height information that we so diligently built up in it. Anyone have any sage wisdom to help out?

  • @dfghtydh45y4rh
    @dfghtydh45y4rh 8 місяців тому

    Guys, be mindful of your SSD write resource as "Automatic export when outputs change" is enabled. Every time SD will rewrite the file again and again consuming lifespan of your solid state drive. 5:28

  • @kacperrolewski3592
    @kacperrolewski3592 4 роки тому +3

    Hi! I just wanted to ask about the new version of Substance Designer because when I try to export the maps there is a label "Exported Color Space" in each map. The basecolor is set to sRGB but the others are set to RAW. Should I leave it as it is or change everything to sRGB?

  • @지은-x1y3d
    @지은-x1y3d 2 роки тому

    최고다,, 공식 유튜브가 명강의였네

  • @levz118
    @levz118 4 роки тому +3

    Thanks for the tutorial course guys it has been amazing! I followed through the tutorial but instead of making a dirt texture, I made a debris texture with metal rods, concrete and brick!
    The only issue I am having with substance is getting the texture into unreal and having it look the way it does in Designer, is there any tutorials specifically on how to set up materials properly in unreal?

    • @crashsantaful
      @crashsantaful 4 роки тому

      I have the same problem when integrating textures to UE4.

    • @levz118
      @levz118 4 роки тому

      @@crashsantaful especially when making it have depth/height. I feel like the integration between the software isnt that great

  • @74aztlan
    @74aztlan 5 років тому +3

    Brilliant tutorial, thank you.

    • @Substance3D
      @Substance3D  5 років тому

      You are very welcome : ) So glad you liked it.

  • @competitivegamesartist4987
    @competitivegamesartist4987 4 роки тому +2

    I learned a whole bunch thanks to this tutorial keep up the great work substance is and you are amazing!
    sidenote : Is there any way to expose the x and y amount parameters at this stage? I'm having trouble with texture scaling thanks

    • @Substance3D
      @Substance3D  4 роки тому +1

      So glad to hear you liked the training. Which node are you trying to expose the parameters?

    • @competitivegamesartist4987
      @competitivegamesartist4987 4 роки тому

      @@Substance3D For the output nodes so i'm able to scale the overall texture on surfaces

  • @tempoto693
    @tempoto693 4 роки тому +3

    Japanese Electronics! Nice Song! :D

  • @pavaoakrap5026
    @pavaoakrap5026 2 роки тому +1

    Wow this was absolutely amazing tutorial. I am new to SD and i really enjoyed this. However came to exporting textures, and thhen i tried to use them in blender....but normal map seems inverted...so at the places of my stones and pebbles its inverted....going into the ground instead up....have any idea what i might have done wrong here?
    And thanks for this series it was amazing!!

    • @Substance3D
      @Substance3D  2 роки тому +1

      Probably need to flip Green channel, or as we call it DirectX vs OpenGL normals. It's a setting in the normal conversion node.

  • @ZephrusPrime
    @ZephrusPrime 5 років тому +3

    Nice, I need to upgrade from SP2.

  • @gerulfdosinger9869
    @gerulfdosinger9869 6 місяців тому

    4:43 - First single output to image then batch output explanation. You're welcome.

  • @michaelbonanno7476
    @michaelbonanno7476 4 роки тому +1

    Great tutorial... but how do you export a 16-bit tiff instead of 32-bit tiff? I’m wanting to bring substance designer output files into Zbrush but Zbrush won’t take 32-bit files. Instead I have to bring those 32-bit files into Nuke and convert them to 16-bit RGB files instead of linear. Thanks in advance for your tutorials. We appreciate the efforts that you guys go to help us out!

    • @Substance3D
      @Substance3D  4 роки тому

      Thanks : ) Glad you liked the video. Currently, the exports will export at the highest bit depth. If the node is set to 32bit it will export at 32. A workaround would be to demote the node bit depth in the graph. I would recommend adding a levels node right before the output and on the base attributes for the node, set the Output format to 16 bit or HDR Low Precision 16F.

    • @michaelbonanno7476
      @michaelbonanno7476 4 роки тому

      thanks for getting back to me on this! I will give that a try :)

  • @wanttoseevideos
    @wanttoseevideos Рік тому

    In 2023 the height level needs to be manually set in 3d view-edit, View output in 3d view has to be done manually for each texture (instead of all at once like in this video), and water level node doesn't connect to base colour (you have to expand link creation mode and connect them manually). Newer version seems to make it a lot more difficult.

  • @SystemsDevel
    @SystemsDevel 5 років тому +1

    Hello! Thank you for this amazing SD series! Can you please explain how you setup the auto-reimport feature? I tried it but no luck, I can't get it to update instantly like you have.

  • @ArturoSR76
    @ArturoSR76 5 років тому +1

    Hello and good day, it's possible to export secondary maps to unity just like the other outputs?, I know how to set the common outputs, but not how to set the additional maps, cheers.

  • @kigerneko
    @kigerneko 2 роки тому

    What button did you press to get into that mode? I thought I heard you say key 1 but that isn't working for me.

    • @Sekkizan
      @Sekkizan 2 роки тому

      its numpad number

  • @absystudio
    @absystudio 5 років тому +2

    thanks for the video,, but! cud u tell me how to change resolution when i export them?

    • @Substance3D
      @Substance3D  5 років тому +1

      If you are exporting textures, you can change the resolution directly in the export window. If you are publishing an sbsar file, you don't need to set the resolution. The resolution will then be set by the host application such as within the Unity plugin or UE4 plugin.

    • @Ziflinz
      @Ziflinz 4 роки тому

      @@Substance3D Was this removed? I do not see an option to select the desired output resolution in the Export From Graph dialog. (Ah, I see now that it's controlled by the parent resolution setting.)

  • @LuccasAvila
    @LuccasAvila 5 років тому +1

    Nice tutorial, just dont get it why always use RGBA in Base color. In unreal at least we use alphas for masking (and the channel itself cost kinda the same as the RGB). Is there any other usage i don't know? Thanks ^^

    • @Substance3D
      @Substance3D  5 років тому +3

      The RGBA usage is specific to our integrations such as our plugins and Painter. In terms of hardware, on the GPU it's only grayscale or RGBA. The RGBA usage is just needed for the integrations we support but it is not adding extra cost to the generated texture. You are not exporting with an alpha if the output doesn't actually have alpha data.

    • @LuccasAvila
      @LuccasAvila 5 років тому +2

      @@Substance3D Oh, good to know, thank you so much.

  • @jonathanhutchinson5649
    @jonathanhutchinson5649 4 роки тому

    I'm still trying to get my head around this. So Ifrom any SBSAR file, I should theoretically be able to go backwards and get a tileable texture from any procedural texture? That's a common requirement for people, right? So it's sort of a baking process which most importantly gives a seamless result?

    • @Substance3D
      @Substance3D  4 роки тому +1

      The sbsar file is like a container for the textures. Sbsar files are used in Substance plugins or directly in our other programs like Painter and Alchemist. www.substance3d.com/ecosystem-plug-ins/
      The plugins, which use the Substance engine will process the sbsar data into textures you can apply to materials.
      Using Designer, you can publish sbsar files or just export textures directly. The process of creating the texture tileable comes down to how the textures are made in Substance Designer. The procedural textures and noises we used in the course are all seamless by default. So as you work with procedural nodes, you are creating tileable textures.

    • @jonathanhutchinson5649
      @jonathanhutchinson5649 4 роки тому

      @@Substance3D Thanks for the response. I see there is a sbsar parser for blender, for example. I guess this is what I'm interested in, given I can't afford substance. But I can acquire free CCO sbsar files, and thenmaybe harness them. But I don't quite understand how I get the static, repeatable images out.
      What am I not getting here.

  • @mikahina3909
    @mikahina3909 5 років тому

    I seem to have lost my height information somewhere along the node string. I finished up yesterday and when i started the software today, there was no height information. I ignored it and continued to build the graph network until i hit the output nodes to realise the height output. anyway of finiding out where the height connection has failed?

    • @Substance3D
      @Substance3D  5 років тому

      This can indeed be tricky. I just trace back through the node stream. There's not an automatic way to find it, unfortunately.

  • @sanjiberry
    @sanjiberry 4 роки тому

    What about exporting Substance Designer textures to use in Substance Painter? I have been trying but can't seem to get it to work (newbie here)

    • @Substance3D
      @Substance3D  4 роки тому +1

      You can publish the graph as an SBSAR file. This can be loaded into Painter using Import Resources. The benefit is you have a single file that represents the material.
      You can also export the textures from the graph shown at 5:00. Once you have the maps, you can import them as a resource into Painter and apply them as a fill layer. The texture channels you are exporting from Designer are applied to shader inputs. You can do this on the Fill layer for each channel.

  • @smarteyetechnology3308
    @smarteyetechnology3308 2 роки тому

    I want export 12000x8000 with 300 dpi.
    How i can export like that?

  • @fusion5329
    @fusion5329 5 років тому

    Should i disable sRGB for the albedo as well in ue4? On the texture settings in ue4?

    • @Substance3D
      @Substance3D  5 років тому

      For base color, you need to leave sRGB checked

  • @vimbo
    @vimbo 5 років тому

    thanks a lot

  • @evertsonaguilar5554
    @evertsonaguilar5554 4 роки тому

    thank

  • @marwans4018
    @marwans4018 5 років тому

    how to choose texture resolution ?

    • @Substance3D
      @Substance3D  5 років тому +1

      The export resolution is controlled by the Parent Size set in the graph. There is a drop down at the top of the graph where you set the working resolution

  • @absystudio
    @absystudio 5 років тому

    thanks for the video,, but! cud u tell me how to change resolution when i export them?