Substance Designer Project 3 Blog [Part 1]

Substance Designer Fundamentals Tutorial:

For the first chapter of the tutorial, it is just a Course Overview of Substance Designer Fundamentals.
So after the first video the next chapter will begin and talk about:

In Chapter 2 Getting Started and Graph Set Up, it will talk about the following:

How to Create a New Substance Graph:
There are numerous ways of creating a new graph in designer and each one works with different identifiers. Though some have different outputs that support base color, defuse, normal, metallic, etc.
Notes:
By default Absolute is set and it will give a Fixed Resolution
Relative To Parent will give a Dynamic Resolution
Recommended Width & Height should be 2048px & 2048px with a Format of 16 bits per channel.

Navigating the Viewports: 
MMB = Pan
Scroll MMB = Zoom
Ctrl + RC = Pan
Each one works the same in the Graph View, 3D View, and 2D View
There are different options when viewing the Geometry in 3D View

Adding and Hooking up Nodes:
Hitting Spacebar will open up a list of different nodes in Substance Designer
For this part I am going to use a Uniform Color Node and on the right of the viewport there are options to change Color or Grayscale for this node.
After I pick what I need I will Click the output of the Uniform Color and Input it to the Base Color Node.

Using the Library:
Using the Library there are a lot of different nodes that can be created, but for this tutorial I have to (search first) use another Uniform Color.
There are a lot of other things the Library can be used for such as changing the environment for the 3D View

For this node I am inputting it to the Roughness Node
Saving & Customizing Your Workspace: [ Nothing Here ] 


This is the End Result of Chapter 2:

I have created the 3 Nodes that the Tutorial has said to be done and imputed them into the Base Color, Roughness, & Metallic Nodes. The rest was just showing me ways how to move around etc.

In Chapter 3 Base Material Creation Using Patterns, it will talk about the following:

Using Shape Nodes:
In this part I will be using a shape node using the quick menu ( hitting spacebar ). Video Below just showing me adjusting the shape node editor.
 
There is a problem in the 2D View, The Bevel, Since this is being non-uniformly scaled its affecting the bevels on the Edge. To fix It I have to insert a Bevel Node to the Shape Node. From here all I have to do is adjust what I want.
 

Creating Patterns with Tile Generators:
For this part I have to insert a tile generator node because tiles are offset and just using the Shape and Bevel Node does not help. There are different generators that work differently.
Here I added a Tile Generator and I am currently adjusting it. 
Result at end of video


Creating Normal & Height Maps:
Here I will be adding a Normal Node then I will be inputting the Tile Generator to the Normal Node. After this I will then input the normal to the normal.


Using Tessellations in the 3D Viewer:
Throughout each section I will be adding in more nodes. For this part I will be adding a Output node into the graph. I will make sure to label it correctly as a height map.
Dragging the graph from the explorer into the 3D space will refresh the outputs added.

Creating Variation in the Heightmap:
On this part I will be inserting a Gradient Linear 1 and a Blend. Next I will put the Output of the Bevel into the background input of the blend and the linear gradient into the foreground of the Blend. Then change the blend mode to Multiply and change the linear gradient rotation to 90.

After all this I will go into the Tile Generator editor and make the statement of the Quincunx Flip True.


The End Result of Chapter 3:
Throughout this chapter I have been adding a shape node in the first place to start off the bricks material. From here I kept on adding a Tile Generator, a Bevel, Normal, Gradient Linear 1, and Blend. Below is the result of what has been done.

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