
In this video we build our first mask, which we'll use later to vary our color.
In this video we build the mask that will create the rings in our wood.
In this video we build a stand alone woodgrain FX Map.
In this video we set up the polish input parameter.
In this video we build two more masks to handle the fine surface textures.
In this video we set up the color output and make it dynamic using the polish parameter.
In this video we fine tune the color and how it works with the polish variable.
In this video we set up the normals output.
In this video we set up the height output.
In this video we set up the roughness output.
In this video we set up the specular level output and fine tune the material.
In this video we start building the mask for our parquet floor.
In this video we finish up our parquet mask.
In this video we apply the parquet mask to our original wood material to make our first floor.
In this video we build the mask for our plan floor cracks.
In this video we start building another mask that will enhance the surface of the planks as they roughen up.
In this video we finish up the overlay mask and build our color ID map.
In this video we start building our plank floor material.
In this video we finish building our plank floor material.
In this video we start building the tile mask for our composite floor.
In this video we start setting up our outputs.
In this video we set up the color output and fine tune our material.
In this video we set up the input parameters and begin building our mask.
In this video we split our mask into three separate color sections and set up our color inputs.
In this video we set up our color, AO and normal outputs.
In this video we continue to set up our maps and create our inputs.
In this video we set up our input parameters
In this video we apply the input parameters we've created to the transform 2D node driving the layout.
In this video we combine our carving nodes with the wood material.
In this course we'll learn all about doing stuff with wood in Substance Designer.
First we'll create a basic wood material, with an adjustable polish parameter.
We'll then use this material to create two basic floor types (planks & parquet) which we'll then combine to create a third, composite floor material. The masks and functions in our floor materials will also use the polish input from the original wood. So as the polish is lowered, the floor roughens up along with the wood.
Finally, we'll create a couple of reusable nodes that will allow us to turn grayscale bitmaps into carved designs on our wood. We will also be able to add and adjust the color in our carving. And just like the flooring, it will all roughen up on the same polish parameter.