DRY CEMENT in Substance Designer - full tutorial - The Rocky Series material 1/5

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
sorry guys say Danielle this week I'd like to propose a concrete screed texture something easy to do and quick we should be able to finish it in less than 30 minutes base color and roughness included will try to keep things simple by not using too many nodes and by thinking about graph optimization in this end we'll avoid too many blurs noises or any unnecessary notes it's going to be as economical as possible so I think this tutorial is ideal for beginners as there are no difficult techniques involved but making this kind of concrete screed requires a good attention to detail and some Solanas other than that it should be quite easy to achieve before we begin let's check the normal intensity here 10 is okay this blend node is said to copy at full opacity we don't need the solution for this project so let's start here is the reference that we are going to follow first let's break it down and analyze what we've got to do we see it's grainy I see some rough granular areas small pieces are chipped away from the top we have Charles marks also so we'll begin by a somehow clean base layer with very few deposits and rough patches in a second step we'll break our base layer on some places just to bring a bit more complexity then we'll subtract focused noise to dig the top a little we'll break it even more then it will be time to bring in some quick scratches and to subtract small and grungy details after that we'll make some Charles marks and to finish it off we'll give the whole thing some relief to make it look more interesting not flat ok let's start step one I'll use a high planner to combine two noises I prefer the I'd blend over the classical blend node with a you know set with a max lighten mode we hide blend offers more control and you don't need levers not to play with intensity it's a simpler the fractile serves our chip notes and I like them so let's use two of them two of the cleanest ones the fractal someone and the fractal sunbathe someone at the top and the base and the CERN base at the bottom that gives us some grainy deposits and we have the roughest spots I will play with the offsets but the default value seems good to me we have to a good start step two let's break this in some way we've a min darken blend just to add the subtle level of variety to our top let's use black and white spots too for this no need to scale it because scaling is very expensive let me show you the difference it's not cheap and I preferred the previous result with the normal scale anyway so let's bring back the scale to 1 okay good so now it's too much well I think it's too much that now it's just a matter of bringing the opacity down in the blender okay better we need another blend nod but this time with a subtract we can take an entry at the same black and white spots too with just a levels not to keep some control over the effect then I'm gonna play with the opacity [Music] let's check the reference okay I'm satisfied with what we have so far step 4 let's bring in some scratches with the scratches generator the spline number 2000 to K some spline distortion less distortion random I'd like a greater spline with and Star Plus and in the fade mud all right that gives us a more natural look let's put in a directional whap to break the scratches Ritter give them some jagged lines and we can fill it with the fractal someone its intensity must below let's blend our base with the scratches using a subtract blending model and a very low opacity like 0.05 that's nice but I feel like there are too many of them so we can either bring down the spline number or use the resident let's see what the less expensive option is here look at those levels noddy's effective now let's put it aside and play with the spline number only 500 the gain in processing time is significant and we can still use the levels node because it's very cheap very the opacity in the blend not until you find something that you like it could be interesting to try different lighting situations also and even play with different maps you'll gauge your work more easily I think I'll bring up the spline number to a thousand and maybe more spline Distortion okay guess the five time for another blended as usual subtract it's time for something a bit messy so a grunge map we do each other maybe ranch map 12 we don't need much details so let's invert it and bring the balance and contrast way down near our zero the random seed think I like the number five then plug it into our blend node and bring the opacity down near point one or point two okay nice step six we are getting there so what is the reference telling us now it's important to keep coming back at it okay I think we really need those Charles Marx now so it's time for another blend subtract this part is going to be more technical but still basic level well let's start with a shape a rectangle X point 3 and Y point 1 ok looks good a quick whop with the black and white spots - as the gradient input very small intensity of 0.01 then directional whap still fed by our black and white spots - the intensity must be I let's try 500 ok interesting result but not what we are looking for so let's try a hundred that will do it but something is lacking I try transform 2d and stretch the width by 500% okay we can use that let's send this to a child sampler pattern pattern input okay let's play with the size random greater scale scale random position random some offset rotation random color random at maximum okay let's bring the scale up again okay time to plug the rocks now point one for the opacity should be the right value I'd like for some of them to be larger so in the tide sampler I just bring the scale up okay that's nice I can feel it but I'd like to add a touch the idea would be to have more intensity in the middle of the mark more depth and lessen the sides we can achieve that with another blend node after the direction our said to multiply and fed by a gradient linear to tiling two and rotation 90 degrees now we just need two offsets our shape with a transform to G on the x-axis what about levels not to accent rate our previous effect now let's look at the result carefully I think it's interesting but not good enough we need some grooves in our marks so let's make that with a new blend multiply let's copy this transform node and stretch it even more 500% let's use it with our blend and try some opacity values maybe bring the opacity up here in the subtract nada yes yes better we are closer to the reference so just play with different opacity values in thyroid fields maybe less random rotation in the tail sampler step 7 we could give it a more buttered look I guess we've a multiply and are good all black and white spots to that we are going to send through a blur node and maybe add on at all events as you can see where we are black areas in the foreground a high opacity tends to polish your Street that's not a bad thing but we still want some roughness at least we can see the small bumps appearing so that's a nice addition just find your best value that you like I'd like to add a histogram around here between the first two blends just to clean our result a bit more and let's play again with the scratches and wear our blend opacity now you can try some different geometries and under nuns for the rendering and let's have a look at the reference again okay it's pretty close in my opinion tell me what you think in the comments she would have done something differently I'd like to know it's time to bring some color or two it's and walk with the worthless it's gonna be very simple and quick but the color let's bring in curvatures width you can use a different normal map in order to have some control over the intensity I think it's important let's try an intensity of five let's bring in the Tolliver's and a gradient map I have some bitmaps here in the resources folder I used the one with the pebbles just want some light grays and some greens then I will blend this with a copy nod and bring our final blend in the background we need a gradient map that's only to convert it to a color map so I want to use the gradient editor we can add another level of detail with a new blend still using the copy blending mode and I will use this blur HQ here and just send it through a gradient map before plugging it I try to use this world with the gradient editor okay now we should use a HSL node or simple levels not to brighten it you can use the sphere to ties or the rounded cylinder to see it differently okay cool for the roughness we can start with this hotel events the one which is after the curvature smooth and for precaution use a levels not to keep some control when working with the roughness map I like to use the panorama map to gauge how the roughness of the material interacts with the light now we can organize the graph by making some frames frame for the noises frame father Charles Marx and at least a frame for the relief part here and one for the color map also as we can see the only custards are the tide sampler and the grunge map it's difficult not to use the tiles Emperor and the grunge map it's kind of lazy in a way sure but it looks good but it's ok with the settings that we used it computes in less than 200 milliseconds so it's acceptable for a grunge map okay guys we are finished this texture is done and it's complete there are still a lot that you can do to polish it you can try different values and still work on more details but it's very decent for something done in less than 30 minutes it's a cool result I think so we made a concrete screed with a small amount of nuts and I like when a graph is simple and well-organized ok let's take some time to polish it a bit more if you have any questions or suggestions I'd be happy to read them thanks for watching and see you next week for another texture bye bye
Info
Channel: Daniel JR Game Art
Views: 27,518
Rating: undefined out of 5
Keywords: allegorithmic, 3d material, material, texture, shading, shader, procedural, substance, substance tutorial, substance designer, architecture series, curve drawing system, substance curve, ilya kuzmichev, curve sample, curve mapper, ornaments, 3D ornaments, sample image, non-square transform node, tiling trim sheets, trim sheets, concrete, Substance concrete, substance rock, substance mineral
Id: rORePc5HuWs
Channel Id: undefined
Length: 25min 25sec (1525 seconds)
Published: Mon Oct 15 2018
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.