Thank you a lot! This video saved me because I am a newbie VFX game artist and this cracks decal is exactly what I needed for my current project. Hope to see more cool stuff!
Although I still have some difficulty understanding, I managed to follow along just now. Thank you very much for sharing. Looking forward to more tutorials on VFX textures.
Dude you have a fantastic way of explaining things. Even when the topic is somewhat basic knowledge you manage to put some tips and tricks that surprise and delight even industry artist, like me and everyone else I know! Thank you so much for making this and taking the time to produce such amazing resources.
I tried shortcutting some of the initial work with the inner circle + outer ring for the seed growth isolation by instead using a warp, but the warp introduced a ton of noise unfortunately (though it still works quite nicely, minus the noise introduced). Thanks for the tutorials, these videos have really helped expand my knowledge of Substance Designer!
Thanks for this one ! , i would like to see something about woodplanks with nails ,wood planks in general,Idk why i always have issues working with that,like deformed nails or wood veins that sucks D:.Of course this is only a idea for more videos ! thanks for reading and the time !!
Been following you on ArtStation for a while and happened across one of your videos. Really appreciate the type of knowledge you bring. I am a veteran Designer user and still learning lots of cool little things from your vids since you take such a technical approach to the software 👍Thanks for the work, keep it up!
I think this is your best video yet, atleast for me as a more intermediate user a lot of what was covered in the previous videos was quite basic. This on the other hand feels like its really building on the concepts shown in previous videos to create something more advanced. I already use Designer a lot to create VFX textures and this video will really help up my game to the next level. Thanks for doing these and I can't wait to see the next one!
@Substance3D Seriously Adobe! Hire this man! In just his currently library, I've learned how to properly use your program. Hope things are going well, and you might get the time release more tutorial in the future. I've been recommending you to everyone I can when it comes to learning Substance. I'll be first in line if you ever release a paid tutorial.
Of course. I made your tutorials required viewing for my classroom. I'd love to see more of your content cause, in all honesty, I struggled for ... years to understand substance. And now it's a part of my curriculum BECAUSE I can actually use it (and not 'go through the motions' from some other expert tutorial). Thanks for that @@Johnny_Nodes.
nice tutorial! question plz. if one was to say add a little dirt, moss etc (along those lines).. with reusability in mind, would you instance this damage decal into a new graph where we'd add the other stuff or would it "need" to be done in this same graph(decal graph we just created).
@@-PhilGibson what i meant was it can be used to create support tools for other adobe products. its common to create a material with exposed parameters that can be sent to substance painter for example. because it uses python at its core, its also possible to create customised modules for unity, unreal or inhouse tools...am looking at it from a programmers perspective tho
What if I want to use this to make crack alphas (like single or dual or three sided cracks) without the lines running outside the square box? Does removing the dots created by the tile sampler using a mask at the edges remove the lines to the cracks that go outwards?
Loved the video, absolutely going to make a few alphas for zbrush this way. These detailed stylized materials you've made so far are something I've wanted to learn how to make for a scene that's living in my head rent free. One thing I'm curious to see (if you're up to it) is how you would go about setting up a material in SD the proper way, so it can be used in unreal for animating the material. I'm still trying to figure out how different programs work best with each other or if that would even be the correct process.
Thats awesome, yeah you can do all sorts of alphas in here real easy. Using designer to animate materials in unreal isnt really feasible in a runtime environment really. Wiring everything up to the SBSAR and having a blueprint run it is veery expensive. You'll never get it under 30 fps with anything sufficiently complex unfortunately. There are all sorts of things you can do to animate materials in unreal though - texture panning, flowmaps etc
yeah i had a feeling that was the case, it was hard to wrap my head around the idea but i figured id might as well ask in case there was a way. Thanks for clearing that up for me!
@@paulshack to be fair there are small things I think you probably can do in realtime. And if you dont care about the performance you can do whatever you want! You're just going to render out an image sequence
@@Johnny_Nodes You can make patron with long brakedowns of your own more complicated materials where you can also point to shorter videos of specific techniques that you are showing on youtube. Would be awesome to see how you're creating those animated materials from your short in a step by step manner.
You can build an output node and plug whatever you want in to it to export. If you want to pack the alpha in with another texture first you can use an alpha merge or RGBA merge node
This guy just casually dropping a great Designer tutorial
Thank you for substance designer tutorial. I started to less afraid of Designer. I wish he had online course for substance designer.
Im so glad to hear that! There's nothing in here to be afraid of
As someone who's just getting into Substance Designer, your videos have been an absolute gold mine. Thank you so much for sharing your knowledge!
As a complete beginner to procedural texture artistry, your videos are an actual treasure trove. Thank you so much for making them!
Oh this is awesome to hear - You'll probably like my Core Course when it comes out
@@Johnny_Nodes when's this due out?
Thank you a lot! This video saved me because I am a newbie VFX game artist and this cracks decal is exactly what I needed for my current project. Hope to see more cool stuff!
Although I still have some difficulty understanding, I managed to follow along just now. Thank you very much for sharing. Looking forward to more tutorials on VFX textures.
Best substance designer content on UA-cam if you want to learn it!!
Wow! that is very kind
This is straight fire bro, thank you so much 🔥🔥🔥🔥
Designer is really an amazing tool to have it under your belt. Thanks for opening my eyes for other uses ^^
This is the galaxy brain take
Feels like watching a wizard working hes magic. :D Awesome video!
Dude you have a fantastic way of explaining things.
Even when the topic is somewhat basic knowledge you manage to put some tips and tricks that surprise and delight even industry artist, like me and everyone else I know!
Thank you so much for making this and taking the time to produce such amazing resources.
Wow thank you so much! I think it's just practice, I've been doing the teaching thing for a looong while now
Thank you so much for this content. It's the perfect speed and amount of detail for me!
No worries,! Appreciate it
This is awesome, thanks for sharing. Good luck building up your channel!
Appreciatee
thanks a lot man! This tutorial exactly what I looking for
it's simply fantastic!
I tried shortcutting some of the initial work with the inner circle + outer ring for the seed growth isolation by instead using a warp, but the warp introduced a ton of noise unfortunately (though it still works quite nicely, minus the noise introduced). Thanks for the tutorials, these videos have really helped expand my knowledge of Substance Designer!
Thanks for this one ! , i would like to see something about woodplanks with nails ,wood planks in general,Idk why i always have issues working with that,like deformed nails or wood veins that sucks D:.Of course this is only a idea for more videos ! thanks for reading and the time !!
Thanks for the tutorial, these are very useful tips!
Been following you on ArtStation for a while and happened across one of your videos. Really appreciate the type of knowledge you bring. I am a veteran Designer user and still learning lots of cool little things from your vids since you take such a technical approach to the software 👍Thanks for the work, keep it up!
Thanks brother I appreciate it!
Thank you so much. SO much.
I just used the radial blur to get the bigger width in the cracks, then leveled it down until it looked like a single thing
Thanks for this video
Your videos are awesome man !
I think this is your best video yet, atleast for me as a more intermediate user a lot of what was covered in the previous videos was quite basic. This on the other hand feels like its really building on the concepts shown in previous videos to create something more advanced. I already use Designer a lot to create VFX textures and this video will really help up my game to the next level. Thanks for doing these and I can't wait to see the next one!
Hey thanks man. Yeah I want to cover a range of comfort levels and to your point, I had to build to parts of this one - Glad you're enjoying them
Amazing, thank you so much!
퇴근하고 봐야지
잘 보겠습니다 ^^
U R GOD! It's useful for me.Thank you very much!
Awrsome work!!!
A polar after that crystal would have been cool for edge variation, following the impact point.
Yup you totally could! There's endless granularity you can get down to!
For the engagment.
@Substance3D
Seriously Adobe! Hire this man! In just his currently library, I've learned how to properly use your program. Hope things are going well, and you might get the time release more tutorial in the future. I've been recommending you to everyone I can when it comes to learning Substance. I'll be first in line if you ever release a paid tutorial.
Appreciate the kind words!
Of course. I made your tutorials required viewing for my classroom. I'd love to see more of your content cause, in all honesty, I struggled for ... years to understand substance. And now it's a part of my curriculum BECAUSE I can actually use it (and not 'go through the motions' from some other expert tutorial). Thanks for that @@Johnny_Nodes.
These are great stuffs! If possible please do an introduction to FX-Maps, those intimidates me!
I don't actually use them much, I do use pixel processors a lot more often though
@@Johnny_Nodes I would love to see a tutorial in this style on Pixel Processor!
nice tutorial!
question plz. if one was to say add a little dirt, moss etc (along those lines).. with reusability in mind, would you instance this damage decal into a new graph where we'd add the other stuff or would it "need" to be done in this same graph(decal graph we just created).
I actually see designer as a plugin tool for other adobe products, like painter, sampler and stager. its quite a nifty tool.
a plugin lol. designer is more of a beefy program than the others you mentioned imo
@@-PhilGibson what i meant was it can be used to create support tools for other adobe products. its common to create a material with exposed parameters that can be sent to substance painter for example. because it uses python at its core, its also possible to create customised modules for unity, unreal or inhouse tools...am looking at it from a programmers perspective tho
@@-PhilGibson very beefy and super thick
@@101touchapps lol
최고입니다!
What if I want to use this to make crack alphas (like single or dual or three sided cracks) without the lines running outside the square box? Does removing the dots created by the tile sampler using a mask at the edges remove the lines to the cracks that go outwards?
Loved the video, absolutely going to make a few alphas for zbrush this way. These detailed stylized materials you've made so far are something I've wanted to learn how to make for a scene that's living in my head rent free. One thing I'm curious to see (if you're up to it) is how you would go about setting up a material in SD the proper way, so it can be used in unreal for animating the material. I'm still trying to figure out how different programs work best with each other or if that would even be the correct process.
Thats awesome, yeah you can do all sorts of alphas in here real easy. Using designer to animate materials in unreal isnt really feasible in a runtime environment really. Wiring everything up to the SBSAR and having a blueprint run it is veery expensive. You'll never get it under 30 fps with anything sufficiently complex unfortunately. There are all sorts of things you can do to animate materials in unreal though - texture panning, flowmaps etc
yeah i had a feeling that was the case, it was hard to wrap my head around the idea but i figured id might as well ask in case there was a way. Thanks for clearing that up for me!
@@paulshack to be fair there are small things I think you probably can do in realtime. And if you dont care about the performance you can do whatever you want! You're just going to render out an image sequence
I really love your in-depth explanations. Do you have a patreon or something so I can support your channel, besides watching your videos?
It's in the thought process, but right now I'm not sure what extra stuff would be on offer
@@Johnny_Nodes You can make patron with long brakedowns of your own more complicated materials where you can also point to shorter videos of specific techniques that you are showing on youtube. Would be awesome to see how you're creating those animated materials from your short in a step by step manner.
ohhh yes, the animated stuff from the shorts would be really awesome :O
I do now have a Patreon setup: www.patreon.com/JohnnyMalcolm
@@Johnny_Nodes awesome! can't wait for more in-depth videos :D
It looks cool - can you expourt this effect into unreal engine without quality loss?
Yup, if you want the least compression possible, set you're greyscale textures to R8
Is there a way to send a whole 3Dview as Unreal?
>"Im big DBZ fan!"
>*using cell texures*
subconscious solutions
One secret tip to make Perfect Cells
So, how do I export an alpha for UE5?
There is also no link in the description to the file like mentioned so I cant see how it's done
You can build an output node and plug whatever you want in to it to export. If you want to pack the alpha in with another texture first you can use an alpha merge or RGBA merge node
20:34
Amazing video! Also i'm gonna start calling decals 'deckles' from now on :)
Its a Canadian thing!
its an advanced brick factory lol
really great tutorial,thanks
Hello sir please create discord server for us if we have any trouble,we can ask you.