Substance Designer Project 3 Blog [Part 2]
Substance Designer Tutorial:
In Chapter 4, Using Noise & Filters to Create Damage & Detail, I will be working on the following:
Filter & Generators in the Library:
For this part there is a filters tab in the Library and I will be using the Slope Blur Grayscale first. Then I will go back and click on the Generators tab, then go to Noises and chose Perlin Noise. In the Tutorial it shows there have both a 1 & 2 Version, but on mine it only shows 1. I also wants me to use a Perlin noise zoom, but I will stick to the one I have.
It worked out the same at the end I have to put the output of the Perlin noise to the slope blur grayscale
Creating Edge Damage:
For the first part I will connect the output of the tile generator and plug it in the grayscale input. after that It will look like this and here I will be adjusting it.
after I adjust It I will click on the Slope Blur Grayscale and Ctrl + D to duplicate it and the same thing with the Perlin noise and connect them the same. after that I need to connect the duplicate into the blur grayscale input. After this I will then create a blend node and connect the Tile generator to the background and the blur to the foreground. and finally move on the connectors from the slope blur to the blend node....
Creating Surface Detail:
Here I will be adding a BnW Spots 2 Node and a Blend Node to start off. I will connect the BnW to the blend background and the Base blend for the background. then Shift + drag the nodes from the old to the new Blend Node. After this I will use a Levels Node and plug it into the BnW and the output of that into the foreground of the blend node.
After all this this is the result.
Creating & Blending Mortar:
For this part I will be using a Moisture noise, Perlin Noise, and a Blend Node. Perlin to foreground and moisture to background and set blend to overlay. Then Use a Level Node and connect the blend output to it. Then add another Blend Node and connect the Levels output to the foreground and the output of the base blend to the background of the mortar blend. Output of the Mortar blend to the Main Normal Node, and then duplicate the tile generator. ( a lot to comment so I will stop here and show the end result IN the Chapter 4 End Results).
In Chapter 4, Using Noise & Filters to Create Damage & Detail, I will be working on the following:
Filter & Generators in the Library:
For this part there is a filters tab in the Library and I will be using the Slope Blur Grayscale first. Then I will go back and click on the Generators tab, then go to Noises and chose Perlin Noise. In the Tutorial it shows there have both a 1 & 2 Version, but on mine it only shows 1. I also wants me to use a Perlin noise zoom, but I will stick to the one I have.
It worked out the same at the end I have to put the output of the Perlin noise to the slope blur grayscale
Creating Edge Damage:
For the first part I will connect the output of the tile generator and plug it in the grayscale input. after that It will look like this and here I will be adjusting it.
after I adjust It I will click on the Slope Blur Grayscale and Ctrl + D to duplicate it and the same thing with the Perlin noise and connect them the same. after that I need to connect the duplicate into the blur grayscale input. After this I will then create a blend node and connect the Tile generator to the background and the blur to the foreground. and finally move on the connectors from the slope blur to the blend node....
Creating Surface Detail:
Here I will be adding a BnW Spots 2 Node and a Blend Node to start off. I will connect the BnW to the blend background and the Base blend for the background. then Shift + drag the nodes from the old to the new Blend Node. After this I will use a Levels Node and plug it into the BnW and the output of that into the foreground of the blend node.
After all this this is the result.
Creating & Blending Mortar:
For this part I will be using a Moisture noise, Perlin Noise, and a Blend Node. Perlin to foreground and moisture to background and set blend to overlay. Then Use a Level Node and connect the blend output to it. Then add another Blend Node and connect the Levels output to the foreground and the output of the base blend to the background of the mortar blend. Output of the Mortar blend to the Main Normal Node, and then duplicate the tile generator. ( a lot to comment so I will stop here and show the end result IN the Chapter 4 End Results).
Chapter 4 End Results
A lot of different nodes were added in the part which was a lot to comment about (steps), but below is the final result of the 3D/2D View and the Graph.
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