Aged Wood Planks: 01 - Creating the wood pattern

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[Music] let's get started by creating our substance package so here I'll go to file new substance and I'm going to choose empty now this graph that we're getting ready to create is going to be a sub graph of our main material this is gonna be like a utility so I'm not really worried so much about specific outputs at this time so I'm gonna choose empty and I'm gonna add those outputs a bit later so for the graph name let's just call this would underscore pattern and for the size mode I'm gonna leave this relative to parent but I'll go ahead and change my resolution to 1024 by 1024 all right so now that we have this set up let's click OK and this is gonna create for us a new package and we have this wood pattern graph now whenever I create a material I like to start with the base material node so I'm gonna hit the spacebar and I'm going to do a search for base and here we have the base material and so now that I have this here in my graph I can just right click and drag and drop that right here into the 3d view so I use this as like a modeling material so let's set this up here so MA for the preset I'm gonna switch this to dielectric and just increase kind of my roughness value here so like I said this is gonna be like a modeling material and we'll use this as we start to create our height normal information alright so we'll just move this guy a little bit out of the way and let's get started by creating our wood pattern so the first thing I'm gonna do is create an inocent repect nose so I'll hit my spacebar you'll notice that I'm not really gonna use so much of this library but I'm gonna use this spacebar window and I'm just gonna do use the search field here to find the nodes I need so here I'll start to type in Anissa tropic and it's already filtered for me and so what I want to do is grab the noise so left click to create this noise so here for the attributes I'm going to just take the rotate and set this to true so now we have this vertical noise now it's a bit sharp so what I'm going to do is just blur this a bit so I'll hit the spacebar and here you'll see that we have the blur and I'm gonna use this one now if I do a search for blur you'll notice that there's also this blur high-quality grayscale and in this case for what I want to do I'm just gonna use the regular blur it's a little bit lower quality but it's cheaper to compute so we'll plug this in and like I said we're just going to slightly blur this here all right so here we have our anisotropic noise the next step is to warp this so here I'll hit the spacebar and start to do a search for a warp we'll grab our warp node and we'll take the blur output and we'll put that into the input of the warp now we need an intensity input to warp this by so here's one thing you'll notice is I kind of zoom in I don't see what my input connections are labeled so if that's happening for you you just need to come over here to the top of the tool bar click the information button and then just make sure that the display connector name is enabled so now you can see that when I roll over these inputs or these outputs I get a descriptive name here so we need some type of gradient input to this now what I'm gonna use is a purlin noise so I'll hit the spacebar and I'll start to do a search for Perl in and you'll see that we have three I'm gonna use this Perlin noise zoom so now we've created this node and let's connect this here into the gradient input double click the warp node so we view this year in our 2d view and then we'll just simply lower the opacity down a bit so this is what we have so far all right so let's select these guys move them over so we got some more room here to work and let's continue on so the next thing we're gonna do is grab another noise so we'll hit the spacebar you're in search I'm going to do a search for wood and you'll notice that I have two of these options here for wood fibers one and two I'm gonna grab the first one so now I have this wood fibers and I'm going to blend this with this warp node so here I'll hit the spacebar I have my blend node and here let's come up here to the warp let's plug this here into the foreground let's take our wood fibers plug this here into the background double-click the blend mode so I'm viewing that here in my 2d view and then we'll just come over here to our blending node and set this to multiply so it's pretty dark so what I'm gonna do is to start to drop opacity here and you know what I think what I'm gonna do is just kind of swap these inputs here so let's just change these inputs so we're gonna put our noise here on the top and our warp on the bottom so again I can start to just adjust my opacity here now like I said it's still pretty dark so I'm gonna take this wood fiber and I'm just going to select this connection line and then I'm just going to click the levels button here just to throw levels in between that so I can process that value range so now I'll just single click the levels node so that I can get my histogram and then just make a few adjustments here to this so we'll just the a gamma here and so double click let's take a look all right I'll tell you what I'm actually kind of swapped these inputs once more so it just after looking at this and kind of playing around with it I can see you know I think it's gonna work a little bit better now that I go this way because what I want to do is use this opacity slider to kind of adjust Mike my wood grain pattern that I have here and so let's go back over to this levels and again make a few adjustments here like this so now I'm taking my output black and just raising that and again just increasing my contrast here by using the input value ranges and here we go alright so this is going to give us kind of this wood pattern that we want here kind of this grain so now that we actually have some type of map that we're viewing I'd like to well visualize that here in my 3d view as I work and that's why again like I said we have this base material that's gonna stand in for like kind of like a modeling materials I've been saying so let's do this let's create some normal information first so here I can just come up to the toolbar at the top and just click my normal node I'm gonna make sure that force alpha 2 1 is enabled and take my output and just plug this guy into here so now I have a normal map for the intensity value I'm just gonna really crank this up let's get this to a value of say 3 so now let's go back here to our base material I want to integrate this normal into my base material which is being viewed here in my 3d view so I'm just going to scroll down here towards the section where we have user-defined maps and I'm going to enable the roughness input so here on the node you can now see I have a normal input and we'll just plug this guy into here and just like that we start to see this pattern that we've been working with visualizing that here in our 3d view as well as the pattern that we have here at our 2d view now what's cool again with this base material node is I can come back and now I can just interactively adjust my roughness so I can see you know how these highlights are being affected by the normal and so on so like I said let's just set a value here for this roughness something basic like this if I want to could also test some color values here just using this base color parameter but for now like I said we're just gonna leave it here at this gray value all right so this is kind of like our first level of this noise and this is what we have this kind of wood pattern now I'd like to also start to integrate some crack lines into this so let's create those now so first thing I'm going to do in this case over in my library I'm going to use a couple of these grunge maps so here you can see under my noises I'm just filtering for grunge and I've got this grunge map 0:05 I'm gonna use this guy and while I'm here I'm also going to take a look at this grunge map 11 so we're gonna use this guy - so let's just left-click and drag and drop that here into the graph so that we have this ready so let's take a look at the grunge map 0:05 first so this is giving me some lines here that are kind of vertical lines and they have a little bit of this wavy kind of you know effect to them which is gonna be pretty cool for the type of cracks that I want to create but we need to do some work to this so what I want to do first is try to isolate these black lines and so a good way to do that is just to use a high pass so I'm gonna do a search here for high and you can see that I have this high pass greyscale node so let's create this node here into my graph and make this connection here then we're gonna come over to this radius setting and I'm gonna lower this you know pretty pretty low maybe something like 1.73 let's just try maybe something like this okay 1.29 we'll try this so now that I have this high pass greyscale I'm now going to use another level here so again I'll just do a quick search for levels and plug this in I'm gonna use this levels now to process this value range that I have so let's take the input black and white and let's just kind of move these in like this here and here start to make a few adjustments now let me start to take the gamma value and just make some adjustment to this and so now you can see if i zoom in here on my 2d view this is the type of shake that I'm trying to create here or the the range the value range I'm trying to get and so we're gonna use this so here's what we had before this was the first noise and here after we high passed into the levels now we've kind of targeted more of these kind of lines and by doing that we've kind of made these shapes so you can see that we've got this line we've got this highlight and then this kind of gray kind of flat area if I'm thinking about this you know in terms of like a height information you can see that this is starting to give me some kind of like wood chip type pieces and that's kind of the shapes that I'm going for in this alright so now that we have this what I'd like to do is take these lines and kind of stretch them vertically as well and so to do that I can use a 2d transform node so spacebar I start to type transform here's the node and we've created this let's take the output of our levels and plug that into the transform so now what I'm gonna do is just a non-uniform scale and vertically so I'm gonna hold down the control key and I'm gonna grab this kind of middle control here with the transform widget and just start to drag this up and as I do that you can see that I'm just scaling this noise vertically so I'm gonna maybe I don't know let's just go with a value like this so we've just scaled the noise so here's what we had before and here's our transform okay so this is all well and good but we do have a problem now if I hit the space bar over my 2d view to show the tiling a transform operation such as this is gonna break the tiling so if i zoom in you can see that we have this obvious break here in our tiling however we can fix that here in substance designer by using some of the tiling nodes so with this node selected I'll hit the spacebar and I'll start to type make and you can see that we have these make it tile options what I want to use is this get tile photo the greyscale variation so we're gonna just left-click to create that node since I had the transform node selected it's already connected for me so now double-click make sure I'm viewing this node here in my 2d view if i zoom in pretty close you can see here at kind of this blurred area this is kind of like the seam line that's being created by this node now if I hit the spacebar you can see that it's it's pretty much fixed that tiling it's not perfect but it's gonna be good enough however we can make a few adjustments to these parameters to kind of get rid of some of this blurry line and a kind of a quick way to do that is by adjusting this mask warping H slider so I'm gonna start to just lower this down and you can see it's just really just warping that line here so that blur is being warped and it's you know making a little bit harder to see let's let's just mess around with a few more of these values let's look at our precision here so I'm just gonna increase this and you know it's kind of muddied up a little bit in here but again it's it's good enough I think to kind of fool the eye since we do have a lot of distortion happening in this area anyways so like I said just make a few adjustments here let's see what we can come up with here I'm adjusting the size and I think I'll probably just go with something like this so we had our transform it broke the tiling we used make it tile photo to fix that tile hit the spacebar and now we can see the tiling is fixed alright so now that we have these vertical lines in place what I need to do is try to implement some type of a little bit of like a cross hatching or some vertical crack lines and that's what we're going to use this grunge map 11 for so to actually use this what I'm going to do is make a few changes here to the instance parameters of this node so for the balance set this up to you know kind of a high value and let's take this crack's value and if I kind of move this slider here towards the left you can see that it's creating more of these crack lines and then I'm going to take the contrast and just to set this up pretty high now we kind of have these these lines here which is which is going to help us so what I want to do now is add another transform so let's grab a transform 2d and we'll make this connection here and so what I'm going to do is just again do another kind of non-uniform scale to this and this like I said this is gonna break the tiling but in this case I really don't care so I'm not gonna worry about it so I'm just gonna just scale this down like this maybe try out try scaling it this way offset it just a little bit just something like this now you'll notice that as I do this transformation we're skewing everything but then it's this is also starting to soften a bit and that's because we have this mipmap mode set to automatic so if I set this to manual it's basically gonna disable the mipmap and now everything kind of sharpens up again you may or may not want to do that let's we can try it ourselves so if we set it to manual and I start to increase these NIP levels you can see that it starts to blur a bit so what I'm gonna do is set it to manual and then set this NIP level here to 1 so all this is doing is just it's it's the effect of kind of softening this up a little bit so it's like adding a blur without having to add an extra node into that so we just soften that just just a little bit just using the nib control okay so now we have just this little bit of transformation I'd like to add another transformation however instead of doing a copy of this grunge node I'm just going to create another transformation and then just take that original noise and plug it into here so now I'm gonna get two different variations for this grunge but I'm still using only one grunge map and that's just kind of a good tip for optimization one kind of grunge map here and then we're gonna get a variation of that just by using transforms okay so now that I have this what I'm going to do in this case hold down the shift key left click and just scale this guy down here a little bit holding down the shift key kind of constrains that to a uniform scale and then I'm gonna rotate this guy something like this here and again I can just reposition and offset it so what I want to do is have some of these lines more diagonal like this some of these crack lines alright so we'll do something like this and now I'm gonna use a blend we're gonna blend these two guys together so put this one in the foreground put this guy in the background we'll come over to the blending mode and set this to multiply and so we'll zoom in and you can see that we're starting to get some you know some diagonal and then some horizontal just somewhat of a kind of like a Hach type of fact here so there's our cracks let's move these guys over into here and now we're going to blend this together so now I'll hit the spacebar again and we'll do a blend and we'll take the cracks here in the foreground and we'll take our vertical lines in the background and then once again multiply so now when we do that you can see that here we have kind of our wood chip areas and now these cracks are kind of coming in and creating some nice more kind of wood pattern type effect here for us okay so now that we have these lines let's take a look at integrating this back to our original wood pattern that we have so here's this wood pattern and I'm gonna hit my spacebar here I'm gonna do a blend and here let's take this these lines here just so we keep everything nice and organized let's move these guys here towards the bottom and let's take this blend so we're gonna take our wood pattern and place that into the foreground and we're gonna take our lines and place those into the background so double click so we can view the blend in our 2d view we'll come over to the blending mode and multiply and so now this is kind of the wood pattern effect that we're getting and of course we can start to adjust our opacity which is adjusting you know the value or the opacity of the first input pattern here our foreground so we'll do something like this alright so let's take a look at what we have so far here in our 3d view so now that we have this shape we can just take the output and plug that right here into our normal so here's what we have I'm just right now I'm holding down the shift + ctrl and right mouse button to kind of rotate my HDR environment here just to try to check some of the different lighting angles and so here's kind of like this wood pattern now there's one thing else I can do to this to kind of make this a bit better so in this case we've just taken the lines that we had we just multiplied those straight in but what I'm gonna do here is I'm gonna grab a bevel so let's use the bevel node let's take this output and plug that here into the input and for the distance I'm gonna set this to a value of 0.1 it's a little bit too much let's do point zero one ok so now you can see the type of shapes and things were creating here with this let's just increase our smoothing maybe a little bit and then let's take the height output and we'll plug that here into our background now we get just a softer more kind of three-dimensional look here to this noise to these cracks which start to produce more of a wood pattern effect so again here's what we had before previously here you can see that because of our lines we're getting a lot of just kind of missing data or gaps here and our values that we want to use so here if I take that height and this is the one where I just beveled a little bit and we'll put this into the background now it just kind of fills in those areas and like I said we get a little bit more of us kind of a 3d effect here to this wood and so again just trying to moving my light here in the viewport to see what this is doing this is kind of the effect that we have all right so that's looking pretty decent so far so now what I want to do is go back and try to make a few adjustments to some of these values that I have so here let's see what we have let's go back here to perhaps where we started to create our vertical lines and if I go all the way back here to this high-pass gradient node that I created I can start to adjust my radius here and what this is going to do is start to kind of thicken up some of these crack lines that I have here so I'm just gonna adjust this radius a little bit more and now I'm getting just a little bit more gaps in between these crack lines and I think that's gonna work a little better also let me try to look at maybe some of my cracks that I have here that I have this rotation on let's see let's go back here to this blend so I can see what I'm doing and then single click here into this transform so that I have the the actual transform widget itself now I have this rotated so I'm a little down shift left click and this is just going to scale uniformly and so now I can see that it's well it's making these lines a little bit smaller let's let's enlarge it a bit see what this does for us okay maybe that's it maybe I want to make this just a little bit larger and like I said again I can start to mess around with the kind of the rotation of this maybe go back to this guy here and make some adjustments here as well okay that think that's looking pretty good so we'll go with that for now okay so one last thing that I want to do with this so I have this shape I'm going to hit my spacebar here and start to type in emboss I'm going to use this emboss node so for the input and the intensity input I'm just going to use this same the same output and then I'm going to make some changes so we're gonna lower this intensity value down pretty low and we'll take our highlight color and we'll move this down and then we'll start to just mess around with this rotation value here a bit okay let's go ahead and take this emboss node and plug this here into our normal and see what we get so that is just going to give us a little bit of extra kind of just detail to this this to this wood texture we're trying to create and so here let's just mess around with some of these values with our intensity and our rotation so here we go I'm gonna use a value like that and now you can see in here with all these little intricate shapes and a little like wood chip pieces that this is creating here for us and again we'll just move our light around and you can see that this is creating a pretty nice wood pattern for us here and this is the set of nodes that we were able to use to do that okay so now that we actually have a texture here that's been created for us I really don't need this normal and this base material mode anymore so like I said that was just kind of like my modeling material just so I could see something happening here in my 3d view so I'm gonna delete those nodes and now I'm gonna actually have to create some outputs here so what I'm gonna do is just create an output and this one here I'm gonna take the emboss and just plug that straight into here alright and for the label I'm just gonna call this wood now for the usage I'm gonna leave this blank for the identifier I'm just gonna set this up myself I'm just gonna call this wood all right so now I'm just gonna copy so ctrl-c ctrl-v this output and this time I'm going to take a look at just here my line so these are the wood lines that we have so let's take the result from this bevel and just plug that here into the output so we're gonna have like our composited texture our would here we're gonna have just our lines let's leave the usage blank identifiers let's just type in lines and then here we'll just type in now actually let's call it this let's just call it cracks and for the identifiers let's call it cracks okay so now we have these two outputs and lastly let me let's make an output just for this pattern here as well so here let's copy paste that output once again let's take the output here from this blend this is just going to be that wood pattern and we'll just plug that into here and let's come over to our label and we'll just call this pattern and an identifier we'll call this pattern so all I'm doing here like I said originally with this node is that we're creating a utility node here and this utility node is going to be used in our full material so instead of having all these nodes all composite in one huge graph I always like to kind of sub graph these things and so what I'm doing here for these outputs is I'm giving myself some specific outputs that I can work with when it comes to compositing this graph into our main material graph alright so this is what we have now also if I wanted to have some type of parameters to make some adjustments I could also do that here now in this case I don't this is just going to create this pattern for me all right so one last thing I want to do here I'm going to come over to my graph and for the attributes I'm going to make sure that I set this output computation here to know that means when I publish this as a substance then I use this in an application that has a substance integration this wood pattern graph is not going to become a material like I said this is a utility graph and it's going to be used in our main material graph so now we have our wood pattern
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Channel: Adobe Substance 3D
Views: 136,235
Rating: undefined out of 5
Keywords: Substance, Substance Painter, Substance Live, Substance Designer, Sustance Source, texturing, texture, textures, ndo, ddo, quixel suite, megascans, painting, unreal engine, unity, pbr, physically based rendering, mapping, 3d art, materials, procedural, blender, generation, mari, the foundry, autodesk, maya, Allegorithmic
Id: IcwDAoegKsg
Channel Id: undefined
Length: 24min 23sec (1463 seconds)
Published: Wed Dec 20 2017
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