
In this lesson we start to take a look at the Pixel Processor Node. After an overview of the node, we start building our first function using a Linear Interpolation (lerp). And creating an Input Parameter to drive it. We’ll also examine how to add wave-forms (Sin, Cos, Tan) to the lerp animation.
In this lesson, we continue creating dynamic functions in the Pixel Processor. After an overview of the Cartesian Node, we’ll take a look at the functions available to use in the Substance Library. Here we’ll pick one of the Rotation Functions to add to our animation. Having gotten the basics out of the way, we’ll also start to compile the animation snippets we’ve made into the start of our Test Material, and add some more Input Parameters to toggle animations and textures. We’ll also discuss the limitations of animating with the Pixel Processor.
In this lesson we finalize our Pixel Processor functions, add some more Input Parameters and tidy up their groupings. We also look at the Transform 2D Node. After an overview of the Node, we’ll take a look at how we can use it to solve some of the problems we were having with our Pixel Processor animation - namely, Inherited vs. Absolute Input modes.
In this lesson we take a look at how Dynamic Functions can be used to animate noises in the Substance Library. We also look at how to convert grayscale noises to color with the Gradient Map Node, and then animate their color change. We’ll also add an emissive Output Node.
In this lesson we look at the Splatter Node and how it differs from the previous nodes we have looked at. After using a Multi-Switch Node to toggle our images, we’ll animate a number of parameters in this node. We also briefly discuss the principles behind optimizing animated materials.
In this lesson, we take a few moments to adjust our overall material. Adjusting our roughness, normal, metal and height maps.
In this lesson, we look at the FX Map Node. After an overview, we create more Input Parameters, which we then use to drive a randomized noise animation.
In this final lesson, we add color to our FX Map noise with another Gradient Map Node and put the final touches on out Animation Test material.
This course is designed as an introduction to some of the most common Nodes and Dynamic Functions used in animating Substance materials. We'll build an Animation Test material that will incorporate these nodes and functions to see how we can get them to work together to create almost unlimited animation possibilities.
One at a time, we'll examine the Pixel Processor, Splatter, Transform 2D and FX Map nodes, noting their strengths and weaknesses in material animation. As we do this, and begin to connect them, we'll also take a look at several other Nodes and techniques we can use to create even more functionality in our material. We'll also take a look at how we can use Dynamic Functions to animate noises in the Substance Library as well as the colors of our material.