Creating Velvet Texture in Substance Designer, Cinema 4D and Octane Render

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hey guys it's me Philip welcome to my kitchen I'm stuck in Corona quarantine here in Prague so I decided to use some of that free time to you know do a bunch of tutorials quick tips for you and the first one I decided to do about velvet texture so let's get into it first of all we need to look for some references I found these three unfortunately the resolution of these two isn't amazing but I think you know it works and this blue one the the look isn't perfect but at least we can see what's happening from up close and we can see the individual fibers or like strands of fiber that are sticking out and what's their shape and how are they aligned and how they flow which is quite important in case of velvet I think so we will start by creating new substance we will minimize this and first of all we will grab tile sampler which is basically like cloner if you're familiar with it from c40 it can just close randomize rotate scale whatever you feed into it so and we need to create custom shape because right now is just squares we will grab shape we will go for capsule and with the pattern specific we will elongate it to like 0.75 now we also need to rotate it 90 degrees because we want it to be vertical and not horizontal now we need to kind of like break the shape up a little bit so it's not so smooth around the edges because in the reference you can see that these strands have like the individual fibers like hairs that are you know kind of like uneven so we will do that using directional warp which is great for these sort of things so directional warp we will plug it into the first input and we will grab directional noise I think not nice one where it's grayed you can choose different one if you please and we will crank it up to about 30 but now you see that it's war bring it horizontally but we need vertical warps so we will rotate the noise 90 degrees - and we will rotate the warp 90 degrees T so now we get this fiber like and which I think is exactly what we need now we'll grab blending out and do the transform because now that if you look at the shape it's still pretty smoothly like overall in the middle it's very smooth which we do not want so we will grab this noise and rotate it 180 degrees for a bit more variation you could use different noise if you wanted to but I think that you know if we optimize the resources a little bit we don't need another noise this one works just fine it's not gonna be too visible so it's just I always like to vary every step because nothing in reality is uniform or the same so this is just a tiny a little bit of variation on top of that we will go for like zero three five with the multiply blending mode that looks pretty good now we're gonna grab another directional warp because if you look at it it's very straight in reality these fibers or strands are not not stray they're rotated and very like bit wavy and like this sort of like fabric like deformation to them so we will try to replicate that with another warp and Berlin noise we need some noise that is more smooth and doesn't have that much contrast and it's and we can scale it so I think Berlin where it's greyed you could use Gaussian you could even blur the directional noise if you wanted to you could use whichever nice you want but I'm gonna go with Berlin and something like this I think works pretty well I'll crank up the intensity a little bit to around 15 and plug it into the first input on tile sampler to preview how it looks at the moment we will just double click on tile sampler and choose pattern input so now we are feeding it with the shape we created now if you look at it you can imagine that if we populated the square with these it would be just white because you know the shape is white and it wouldn't look like there are the strands are actually pointing up so we need to fix that and we will do that using blend note and gradient linear one we will plot the gradient in the top input our shape in the bottom input and we will plug it back into a pattern input and we will set the blending mode to multiply and now you can see that we have more height variation however I would still like to add bit more and we will we will do that by increasing contrast of the gradient with levels so the bottom part will be darker and the top part will be brighter so we'll just grab this you can double click on the blend and then click once on levels this way you will be able to preview the plant while tweaking the levels so yeah something like this we don't want the bottom part to be completely black we just need it to be almost black the same for the top part yeah I think this looks good so now we'll start with the scattering phase though we obviously need way more clones than this so we will go for 512 times 512 we will add some size randomization on X a little bit more on why the reason why I'm doing bit more on why is because if you look at these trends you can see that they are quite similar with but differ very different lengths and we will increase the scale I did some tests and I think 6.5 looks quite well we don't if you go too high the individual strands will start to kind of like blend together so we want to keep at least some sort of height information even of the gaps and stuff now add bit of a scale random don't go too high because if you go too high you will get these very thin strands and black gaps so we only need like point to maybe you I think that looks good we will add a bit of position random but we still want to keep the overall grid load because if you look at the reference you can see that you can still see the great pattern of the base so we want to keep that that looks nice and now we'll add a bit of rotation random don't don't add too much because we want to keep the overall flow of the strands because if you look at the references they follow like in these groups or patches they follow the same flow which is very important for the velvet to look right now this is I think the best bar because right now it looks like more of a carpet or something but we will add clouds too you can use once again pretty much any noise you want I just really like clouds too because they have these soft areas and also detailed areas and they're not too noisy or too rough they just taste they're perfectly balanced for this so we will plug this into rotation map input and it's the fourth input from the top and with this we will be able to drive the rotation of the individual clones with the noise so the higher the value of the noise ie the brighter the area the more it will rotate the clones in this area so we will scroll down to rotation map multiplier and go way up like I know probably like seven five point seven five I think that's pretty good and if you now preview it you can see what's it doing it's doing exactly what we can see in the references here which is which is amazing because I didn't think of this very easy solution for like months and I just kind of avoided doing anything velvety because I knew that it wouldn't look too well but this just looks nice and it's very simple to do so now when we zoom out we can see that it's quite homogeneous like white uniform so we want to break it up a little bit and add some variation to the like color values so we will scroll down to color random and go like 0.5556 whatever I think that looks pretty good if you go too high once again you will get these gaps maybe if you wanted to do some like really old and grungy velvet that would look fine but in our case I want it to be still like semi okay looking so yeah I think this is it for the the substance designer part of the tutorial now this is just a base you can definitely tweak this like way more you could add more noise variation on top of the tile sample clones you could add bit of a directional warp if you took like very fine noise and warp in the all these little strands like as a whole then you could get even more variation but we're not gonna get into that I just wanted to show you this like quick trick on how to create some good base you can build on now we move on to the cinema 4d portion of this tutorial we will drop in octane Universal material I choose to universal just because there is more channels to choose from later on if we wanted to add some extra channels we will drag in displacement node plug it into displacement channel we will drag in an image texture node and load our height map we will drag in the transform node so we can scale our texture the values I'm gonna be using our values I already tried and know that are working I wanted to show you how to like dial them in live in live viewer unfortunately octane wasn't cooperating with me today so this is like seventh take of this part and I'm just not gonna risk it again so I'll just use the numbers that I try and I know that will work so in the displacement we will change the default 10 centimeters to 3 centimeters because 10 is just way too high we will also crank up the resolution now we'll bring in mix texture node and fall-off node we will plug the fall-off in to the amount input now what fall-off is used for is that it can control to materials or colors depending on the viewing angle of the surface so the more perpendicular you view the surf the part of the surface the more you will get texture one and the more parallel you view the surface the more you will get texture to so we will bring in to RGB spectrums the first one will will be roughly 50% red the second one will be roughly 80% red but much darker so 80 30 now we will bring in another RGB spectrum to plug it into metallic channel I'm not sure why but it but in version 405 of octane if you just turn off the metallic channel it will not work you need to plug in like black RGB spectrum or black texture otherwise it will be still rendering even when it's turned off now I'm just dialing in some roughness and specularity the scene is very simple setup is just one plane with X particle simulation with turbulence default settings one light and one default octane camera now when we apply the material you can see how it looks we can tweak the balance between bright and dark red using fall of skew factor and with that I think that we are done here for today thank you for watching I hope that you learned something new and if you enjoy the video please hit the like button and share it and I will see you in another tutorial if I were another one okay I hope I will okay see ya [Music] [Music] you
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Channel: Filip Hodas
Views: 16,307
Rating: undefined out of 5
Keywords: Cinema 4d, 3d, rendering, filip hodas, hoodass, substance designer, velvet, texture, cgi, octane render, tutorial, realistic, cg, vfx
Id: BHdyCygAUik
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Length: 13min 22sec (802 seconds)
Published: Wed Apr 01 2020
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