Intro to Substance Designer
- 6 hours on-demand video
- 1 downloadable resource
- Full lifetime access
- Access on mobile and TV
- Certificate of Completion
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- Build procedural PBR materials in Substance Designer
- Understand basic Dynamic Functions
- Understand basic Material Animation
This video discusses setting up the library folder in the Project Settings....a small point I missed in the discussion of the library set-up in Lecture 1. I also go over making library filters here as well.
We'll start at an in depth look at the Substance interface and a general discussion of procedural textures. We'll also be looking at the Substance Library and how to start building our own material and mask collection.
In this video we begin by adding Input Parameters to the material we just completed and save it to the Substance Library. We also open a new Substance graph and begin to work on our blended material. As well as a more detailed discussion on resolution as it pertains to Parenting in Substance Designer.
- Substance Designer 6.x
- Substance Player
- A basic understanding of what PBR materials are
This walkthrough begins with the basics and builds on these core concepts to provide a thorough introduction to building procedural materials in Substance Designer. The course is divided into three parts, each building on the knowledge acquired in the previous section.
Part 1: In this section, we start with the basics. After taking a look at the interface, including how to set up our own Substance Library, we dive right into making our first PBR texture - the obligatory Brick Wall. Starting with a single b/w node, we’ll build a tiled PBR glazed brick texture, which we’ll save to our Library for later use. As we build our material we’ll have a chance to look at many of the Atomic Nodes Substance uses to build basic materials and how they work with each other.
Part 2: Having gotten the basics out of the way, this section takes a look at some more advanced Atomic Nodes and how to expose Input Parameters to make procedural materials using Dynamic Functions. We’ll also learn how to blend materials, repurposing the brick wall we built in Part 1 to create a second, more complex procedural material.
Part 3: The last video is a sneak peak at some more advanced concepts...and we'll build a simple animated water material. This will give us a chance to build more advanced Dynamic Functions and look at the Pixel Processor node.
- Anyone who's never used Substance Designer and wants to learn
- Anyone who has basic Substance Designer skills and would like to learn more