You know what could be a great quick tip? Layering ! A lot of people struggle with realistic layering of objects without ugly intersection. Pebbles, gravel, coin piles, up-close sand material and much more. Lots of examples where one might want to have layers of depth.
This is a bit off-topic, but I have been thinking about crystals recently, which are a type of stone (so perhaps not extremely off-topic), but I have been wondering if the musgrave texture in Blender would be a pretty good starting point for a crystal or not. So my problem, assuming musgrave is useful, is that Substance Designer (SD) does not have a musgrave noise. However, my understanding is that musgrave is really just a perlin noise that (I think) is a fractal, so basically it's just a perlin noise that when zoomed in repeats. I wonder if just bending a perlin noise with a tiled version of itself, over and over again, would give me a similar effect. Does anyone have any experience with any of this? EDIT: Perhaps if I can figure it all out, I'll just make a customizable musgrave for SD.
It's great in this speicifc context but what if you're not using height maps? You can't just use this as a base colour because it looks flat and lacks detail so it's not something that could be used for a retro game, for example.
my "stone" doesnt look very much like a stone at all, its still just a blurry blob, same like on the file i downloaded from the tutorial, except that halfway through the video, which marks the end of the first creation, the stone is shown, but I dont have anything like that. The tutorial is rather dense and mechanical, I dont follow this method very well.
Really... dear Adobe, I miss the videos made by the Allegorithmic team. They were engaging and passionate. This is a guy reading a script on a montage. I hate it.
Hey, sorry to hear that! It’s all the same people behind it honestly. We try to focus on shorter videos to get info across quicker, that does mean writing a script to avoid freestyle rambling for 15 minutes. I hope you at least find the content interesting.
@@Substance3D The content is very basic. Short videos are the trend for newbies. I really miss the long videos and streamings from Allegorithmic. Please give those back to us!
@@Substance3D Look, there is nothing wrong with a format. However, the content that is being produced is awful compared to what industry gurus are doing with the software. Yes, you are showing some generally useful principles but when the result is ugly as hell it doesn't really matter anyway. Maybe it would be better to try another approach that will show how to make something really good instead of just quickly showing how different parts of the software works?
You know what could be a great quick tip? Layering ! A lot of people struggle with realistic layering of objects without ugly intersection. Pebbles, gravel, coin piles, up-close sand material and much more. Lots of examples where one might want to have layers of depth.
Excellent format 👌🏻
Would like to see some good tips on making old bricks and such
This is a bit off-topic, but I have been thinking about crystals recently, which are a type of stone (so perhaps not extremely off-topic), but I have been wondering if the musgrave texture in Blender would be a pretty good starting point for a crystal or not. So my problem, assuming musgrave is useful, is that Substance Designer (SD) does not have a musgrave noise. However, my understanding is that musgrave is really just a perlin noise that (I think) is a fractal, so basically it's just a perlin noise that when zoomed in repeats. I wonder if just bending a perlin noise with a tiled version of itself, over and over again, would give me a similar effect. Does anyone have any experience with any of this?
EDIT: Perhaps if I can figure it all out, I'll just make a customizable musgrave for SD.
It's great in this speicifc context but what if you're not using height maps? You can't just use this as a base colour because it looks flat and lacks detail so it's not something that could be used for a retro game, for example.
How does PBR Validate Node works in Substance Sampler ?
Cool
my "stone" doesnt look very much like a stone at all, its still just a blurry blob, same like on the file i downloaded from the tutorial, except that halfway through the video, which marks the end of the first creation, the stone is shown, but I dont have anything like that. The tutorial is rather dense and mechanical, I dont follow this method very well.
You know, you can make sexond part of this, adding some dirt and sand between stones. That would be great!
Really... dear Adobe, I miss the videos made by the Allegorithmic team. They were engaging and passionate. This is a guy reading a script on a montage. I hate it.
They are good, much better than longer videos.
Hey, sorry to hear that! It’s all the same people behind it honestly. We try to focus on shorter videos to get info across quicker, that does mean writing a script to avoid freestyle rambling for 15 minutes. I hope you at least find the content interesting.
@@Substance3D The content is very basic. Short videos are the trend for newbies. I really miss the long videos and streamings from Allegorithmic. Please give those back to us!
@@Substance3D Look, there is nothing wrong with a format. However, the content that is being produced is awful compared to what industry gurus are doing with the software. Yes, you are showing some generally useful principles but when the result is ugly as hell it doesn't really matter anyway. Maybe it would be better to try another approach that will show how to make something really good instead of just quickly showing how different parts of the software works?