
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'll begin to build our wall using a variety of basic atomic nodes. First on the list will be the basic black and white brick mask from which we'll be building the rest of the material.
We continue building our brick wall by starting to blend surface textures onto our basic brick mask.
In this video we take an in-depth look at the Gradient Map Node and learn how to colorize our black and white map using either individual inputs or the Gradient Picker.
In this video we'll address the roughness and height maps and put the finishing touches on the material. We'll also add a new Ambient Occlusion output node.
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.
In this video we take a short break from our blended material to build a new procedural mask that we save to our Substance Library for reuse.
In this video we take a look at how to make more complex alpha masks for our window.
In this video we take a look at Switch Nodes and Material blends as we start to combine materials to make our brick wall, window and toggalable glass panes.
In this video we'll be finalizing the look of our material, including adjusting the height map,adding more normal information to our window and applying procedural paint and dirt.
In this final video for our mixed material we'll be bringing it all together by setting up its Input Parameters.
In this video we take a brief look at some more advanced concepts by building a simple animated water material.
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.