As someone who still has a tough time with Designer's workflow, I'm really excited to "Frankenstein" some materials together with this. I also love the bitmap to material function.
Really loving alchemist with every video. I tried working with Designer for a while but it was a bit overwhelming at the start, but this seems like it would be more visually engaging to use and make materials with
as a noob who never used substance designer, what's the point of alchemist? thought you could do most of it in designer already (again, i'm a noob! just wondering if i should pick up designer or this alchemist first!!)
@@yorchmr3603 substance designer allows you to create materials using blueprints and while it is similar, alchemist allows you to combine different materials without having to use blueprints as they can be confusing. If you've worked or seen material blueprints, it's easy to get overwhelmed if you don't know your way around. However if you want to create a new material from scratch, designer allows more control over the finer details as you might have to rely on existing presets the material have or presets in alchemist. From my understanding, at least this is what I've gathered
nice tut. other tuts could be how to make an atlas material for later scattering in alchemist inside alchemist..looks like a filter is there to make one. ofcourse tileable from non tileable would be cool using their clone patch tools. the tool seems very flexible and easy to learn. in my work as an level artist i dont really have time for substance designer but this i do. i have to make everything extremely fast.
I had a play around yesterday and thought it was pretty amazing, but hearing how excited and enthused you guys are (especially the SIGGRAPH comment XD ) really drives home how impressive the tool is
I wonder if you can only use this for surfaces or also for smaller areas like a human face? For example using the following layers from bottom to top: plain skin, birth marks, achnee, wrinkles & facial hair.
I think that the current issue with Top Material Scale is that it tiles the material but the height doesn't compensate for the tiling. So every step the height gets 2x larger.
OK but can it do a 25x25 metre floor without obvious repetitions? tired of making 4x4 or 2x2 floor textures that tile so obviously, and substances seem the logical procedural answer...
that would need layering materials in unreal or other engine with vert paint. you can also create overlay objects with transparency with dif material wear dirt etc and place them around. unreal has a decal system for that. then its maybe some damage decals or overlays. their is no single approach that works. its a combo. don't put all your eggs in one basket think layered approach.
....lets just fast forward shall we? - AI, create a game that mach my current feelings. - Yes master, It have been created! Do you wish to play? - No AI. I am completely bored now.
Thanks. With only 360 resolution the UI is hard to read. Edit: maybe a problem with the app, will try it later on my computer. Edit2: 1080 on my laptop, but still only 360p on the phone. Weird, because they both use the same WiFi now. Edit3: everything fine today.
@@FlippedNormals no matter how long I give the video or how often I reload it, the highest resolution is 360p. Maybe that is the mobile app, I will try it later on my computer. Thanks
Hi For sand you should research for Sand Dunes but sill here is the url share.substance3d.com/libraries/1356 For cliff research for rock painter share.substance3d.com/libraries/4057
On the surface they look very similar, yes. But I think what sets this apart is the bitmap 2 material integration. We'll be doing more videos to show this off at some point as well.
@@OscarChabrand I mean I do mostly hard-surface modeling, want to concentrate on indoor/outdoor/architectural visualisation. Substance painter has already improved my results, but I often find myself trying to create more complicated materials. Just want to improve and nail my material workflow... So I though of substance designer but right now we were given Alchemist. Sooo... what's my choice then
@@MainDoodler I would say the most powerful results are using them together.... I don't think it'll replace something as powerful as designer, but maybe it can replace designer in some cases where you just want to do something quick and simple
"So, Alleg...um, Adobe, did you work on this application before Quixel Mixer was announced, or did you just brazenly copy the idea? The applications look suspiciously similar." "Uuuhhhh, noooo, noo, absolutely not, this was in our heads hours before that, if not days. Absolutely. Absolutely."
Hope there will be a tutorial on how to generate foliage texture, because one big difference about making foliage texture is that you usually do not need tiling. I tried to convert this (texture.ninja/textures/Leaves/4?texture=foliage_20.png) image using the techniques shown in this video but just got some shitty streched result. I look highly upon this software but sadly I am just too inexperience.
i love all your videos . but you guys always seem to ramble a bit too much. when trying to just learn something your videos have a frustratingly large amount of none vital information
This has been in development for over 3 years, so no, it isn't a Mixer clone. Also, this has a delighter and B2M. This is way more powerful than Mixer as it's part of the entire Substance ecosystem.
The issue was the hype around it. The enigmatic trailers leaving a bunch of people to imagine things that completely change the game, when it's something that's practically been in the public eye already regardless of who came first.
As someone who still has a tough time with Designer's workflow, I'm really excited to "Frankenstein" some materials together with this. I also love the bitmap to material function.
Same! Designer is incredibly hard core, so a more user friendly approach is very welcome.
Really loving alchemist with every video. I tried working with Designer for a while but it was a bit overwhelming at the start, but this seems like it would be more visually engaging to use and make materials with
as a noob who never used substance designer, what's the point of alchemist? thought you could do most of it in designer already (again, i'm a noob! just wondering if i should pick up designer or this alchemist first!!)
@@yorchmr3603 substance designer allows you to create materials using blueprints and while it is similar, alchemist allows you to combine different materials without having to use blueprints as they can be confusing. If you've worked or seen material blueprints, it's easy to get overwhelmed if you don't know your way around. However if you want to create a new material from scratch, designer allows more control over the finer details as you might have to rely on existing presets the material have or presets in alchemist. From my understanding, at least this is what I've gathered
From someone who uses Source 1 to make materials for my maps, this tool looks so amazing. Here's hoping Source 2 has support for this!
Curious how this could be used for stylized textures - really fun watching the features in the software. Can't wait to see what people cook up.
nice tut. other tuts could be how to make an atlas material for later scattering in alchemist inside alchemist..looks like a filter is there to make one. ofcourse tileable from non tileable would be cool using their clone patch tools. the tool seems very flexible and easy to learn. in my work as an level artist i dont really have time for substance designer but this i do. i have to make everything extremely fast.
I had a play around yesterday and thought it was pretty amazing, but hearing how excited and enthused you guys are (especially the SIGGRAPH comment XD ) really drives home how impressive the tool is
Oh you bet we're excited :D
Wow! This looks so great & very artist friendly. Look forward to seeing what can be done with bitmaps.
Ok nice next time when you do it with photo, show us how to export it and maybe apply it to mesh in substance painter ;)
ha, yes please, - Struggling to get the Painter import looking as good as the Alchemist magic :)
If I am not wrong you can export it as a material and then drag and drop. Isn't it?
I wonder if you can only use this for surfaces or also for smaller areas like a human face? For example using the following layers from bottom to top: plain skin, birth marks, achnee, wrinkles & facial hair.
I think that the current issue with Top Material Scale is that it tiles the material but the height doesn't compensate for the tiling. So every step the height gets 2x larger.
Does this make substances that can be edited in Designer?
awesome work guys.
Thanks a lot!
Can you bake that texture with lights, reflection, shadows, color and everything into a one defuse file.
8:16 tripped me out super hard for a sec ahah
Quite a unique material there lol 😅
Wow this software is a master piece
Its so much fun!
Just awesome!
It's such a cool tool!
OK but can it do a 25x25 metre floor without obvious repetitions? tired of making 4x4 or 2x2 floor textures that tile so obviously, and substances seem the logical procedural answer...
Yeah it seems like this is the best procedural way of doing that
that would need layering materials in unreal or other engine with vert paint. you can also create overlay objects with transparency with dif material wear dirt etc and place them around. unreal has a decal system for that. then its maybe some damage decals or overlays. their is no single approach that works. its a combo. don't put all your eggs in one basket think layered approach.
this is open beta right ? how do i download and try it out ? i couldnt find it in the downloads from allegorithmic
You need to download the Substance Launcher and install it from there. I think you also need a subscription first.
Yeah it's part of the subscription package
Thanks guys!
Thanks for watching!
Ok I need ALL OF THIS inside Unreal and I'm good.
....lets just fast forward shall we?
- AI, create a game that mach my current feelings.
- Yes master, It have been created! Do you wish to play?
- No AI. I am completely bored now.
@@LyubomirIko Replace "AI" with "Human"
Thanks. With only 360 resolution the UI is hard to read.
Edit: maybe a problem with the app, will try it later on my computer.
Edit2: 1080 on my laptop, but still only 360p on the phone. Weird, because they both use the same WiFi now.
Edit3: everything fine today.
gotta give the video a minute to process lol
Give it a second and youtube will give you sexy 1080p!
@@FlippedNormals no matter how long I give the video or how often I reload it, the highest resolution is 360p. Maybe that is the mobile app, I will try it later on my computer. Thanks
@@ChristinaMcKay it's 1080 here on my phone
Is it fixed now? :)
this is fantastic
omagad this is so osome :OOO definitely gonna give it a try
Yea! Its so much fun to play with
Would be nice to have links to those substance share material. I couldnt find cliffrock or a sand that was that comprehensive in its controls
Hi
For sand you should research for Sand Dunes but sill here is the url
share.substance3d.com/libraries/1356
For cliff research for rock painter
share.substance3d.com/libraries/4057
@@stephanechataignie Thank You very much :-)
@@jvebarnes you are welcome 😉
I think the creators of those materials deserve some sort of credit.
This is so much similar to Quixel mixer :O
Very much so! We'll do a comparison video in the near future
@@FlippedNormals Yeh that would be nice!
But in all honesty I can see myself loving working with alchemist as well!! :D
I'm definitively looking forward to alchemy launch version (not beta)!
Does anyone if you could use a heightmap to this and make it a terrain in UE??
It's sucks that main AI feature requires only nivida GPU with more than 2gb vram
I'm so jealous, I wanna get my hands on Alchemist so much but I don't have a Substance Subcription :(
Get a student subscription
@@Techgamerism I'm homeshcooled so not really sure how... :P
Go for Quixel Mixer, I think it's one big inspiration for this soft
My first impression if that it doesn't work on my work PC but works on my home PC.
Is it me or is this just a carbon copy of quixel mixer?
On the surface they look very similar, yes.
But I think what sets this apart is the bitmap 2 material integration.
We'll be doing more videos to show this off at some point as well.
I dont think quixel supports substance materials, but both can use photos, so alchemist have advantage.
but still it looks like a COPY
question are the substances you create in alchemist seamless/tileable by default?
If you use a material from designer, yes.
If you use an image, you only need to apply the tile filter and tweak it
@@FlippedNormals sounds simple, thanks! :)
This looks soooooooooooo much easier then Quixel Mixer.
So it's mostly working with presets of Allegorithmic... But still good tho
its comes with presets, you you can import anything from substance files to your own materials.... and apparently custom made filters from Designer
@@OscarChabrand I mean I do mostly hard-surface modeling, want to concentrate on indoor/outdoor/architectural visualisation. Substance painter has already improved my results, but I often find myself trying to create more complicated materials. Just want to improve and nail my material workflow...
So I though of substance designer but right now we were given Alchemist. Sooo... what's my choice then
@@MainDoodler I would say the most powerful results are using them together.... I don't think it'll replace something as powerful as designer, but maybe it can replace designer in some cases where you just want to do something quick and simple
no you can import bitmaps and process them to make tileable materials
@19:50 Don't follow the lights
"So, Alleg...um, Adobe, did you work on this application before Quixel Mixer was announced, or did you just brazenly copy the idea? The applications look suspiciously similar." "Uuuhhhh, noooo, noo, absolutely not, this was in our heads hours before that, if not days. Absolutely. Absolutely."
changes sand saturation to 0
"It looks like SAND"
Hope there will be a tutorial on how to generate foliage texture, because one big difference about making foliage texture is that you usually do not need tiling. I tried to convert this (texture.ninja/textures/Leaves/4?texture=foliage_20.png) image using the techniques shown in this video but just got some shitty streched result. I look highly upon this software but sadly I am just too inexperience.
Nice video guys, substance designer it's too complicated, it has great results with a few clicks and a lot of creativity.
The Texture Wars: Substance Alchemist vs Quixel mixer.
Who will win?
We're excited to find out!
first!
hell yea!
i love all your videos . but you guys always seem to ramble a bit too much. when trying to just learn something your videos have a frustratingly large amount of none vital information
All the hype and mystery around alchemist, it turning out to be just a mixer clone is disappointing to say the least.
This has been in development for over 3 years, so no, it isn't a Mixer clone. Also, this has a delighter and B2M. This is way more powerful than Mixer as it's part of the entire Substance ecosystem.
The issue was the hype around it. The enigmatic trailers leaving a bunch of people to imagine things that completely change the game, when it's something that's practically been in the public eye already regardless of who came first.