Make Your Own HomePod in Substance Designer

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[Music] hey everyone it's jeremy signer and today i've got a fun project for you today we're going to make a home pod in substance designer with just some simple geometry and a couple of nodes we're also going to use the emission channel to make our homepod glow with siri you can also apply this process to apple's latest homepod the homepod mini now i've created a couple of obj model files that i've put in the description down below you can download them for free and drag them into substance designer and then you can work on them as you texture it should be a fun quick little project so let's dive in all right so we're in substance designer and i'm going to start off with the pbr metallic roughness template and i'm going to change my graph name to homepod tutorial my size mode is absolute and i'm going to do a 4k texture so 4096 by 4096 with 16 bits per channel and hit ok so first up what i want to do is create a blend that connects a couple of my outputs here so i'm going to hit space bar blend and i'm going to connect this blend to the normal map and then i'm going to remove these two uniform colors and i'm going to connect this blend to my height output and i'm going to create a new node here ambient occlusion and hook this up into my ambient occlusion output and this will convert our height information into anime occlusion information generate it for us and apply it into our 3d view and to our exported maps with these outputs so this is what i like to call a final blend so i'm going to right click on this and choose add comment and i'll just label it final blend there we go and so whenever i want to see something in my 3d view i'm just going to hook it up to the foreground of this blend and everything else is hooked up for me so i've supplied a couple of 3d meshes in the description below which you can download for free and drag them into the 3d view here and i'm just going to drag in the regular homepod.obj that i've supplied so i've got the homepod obj here i'm just going to drag and drop it into the 3d view and we're going to use substance designer to create all the other fine detail and texture to turn this 3d rounded cylinder into a homepod so let's create that distinguished cloth mesh that covers the majority of the homepod first up i'm going to start off with a shape node so spacebar shape and we're going to keep it default except for the size and what i want to do is create a thin vertical line so i'm going to bring down the x size parameter here something like 0.35 looks good and i want to rotate this shape so it's moving in a diagonal fashion now i could use this angle property here but you'll notice it doesn't continue our line the way i want it to so what i'm going to do is use a safe transform node so i'm going to select our shape hit spacebar type in safe transform there it is hit enter here we go and now if i rotate this and hold down the shift key it'll snap to these 45 degree increments here and you can see that it continues that line if i hit space bar it's going to repeat it that's exactly what we're looking for here and next up i'm going to create another safe transform after this one so another way to add node is drag out a connection let go and type in safe safe transform grayscale and this time i'm going to symmetrically invert this so if i go to symmetry and i choose y it's now reversed it's facing an opposite direction and so now i want to do is blend these two together so i can create an x pattern so i'm going to click on my graph hit space bar and bring in a blend and i'm going to set this blend mode to add and now i'm going to take this safe transform the first one and the second one and put it into the foreground and background here and now since it's set to add it's going to blend these two shapes on and create this cross or x pattern if i hit space bar you can see it repeats and it's creating that mesh now to increase the detail in this pattern i want to blend in a noise so i'm going to add in a purlin noise that's the go to noise isn't it and i'm also going to bring in another blend so i can blend this noise on top of our pattern so let's put the purlin noise into the foreground and the previous blend into the background and let's change this blending mode to multiply and now if i double click on this blend i can zoom in here we can see what we're getting i want to change the scale of my purlin noise so if i double click this blend single click on the purlin noise i can change the scale parameter and see what's going on in my 2d view i think a scale of 12 is looking good for the purlin noise while i'm at it i can change the disorder here and this just adjusts the purlin noise in a very organic fashion and it's pretty much up to you what kind of pattern you like to have on your mesh here and now if i double click the blend i can change this opacity value and i can determine how much the foreground is blending with the background something like 0.48 is looking good and so now we're getting this mesh that has a little bit more detail on it and you can adjust this later on to customize the kind of cloth mesh that you have around your homepod and so now that i have this shape i want to tile it a bunch so let's bring out a tile generator and we're going to put this blend here into the pattern one input of that tile generator and this tile generator is creating a bunch of squares here but now we can change if we double click on the tile generator the pattern that is looking to multiply about we can change that to the image input which is what we have here in our pattern input and now we're starting to see our mesh appear a bit more clearly but now let's just how many times the tile generator is going to tile this x pattern so what i'm going to do is i'm going to increase the x and y quite a bit and i'm actually going to increase this a bit higher than this slider goes and so from previous attempts at making this i'm going to bring in some arbitrary values that i have i know that i want 160 on the x and on the y i'm going to do 130. and so now we're getting a pattern like this but you're going to notice as we zoom in we're seeing some artifacts here we're seeing some lines that we don't quite want and that's because we need to change a couple of parameters with our tile generator the first one i'm going to do is i'm going to scroll down and go to the size and we just need to bump up this scale parameter just a tiny bit so that these patterns start to overlap a little bit and get rid of these extra spaces so you see if i increase the scale something very small like 1.03 but now we're starting to see that our pixels are adding on top of one another and that's because the blend mode for the tile generator has to be changed so if we scroll all the way down to the color properties and go to blend mode let's change it from add to max and now those anomalies have disappeared and you can see we have our mesh and so now there's one more thing that we have to do to give our mesh a little bit more life and depth what we're going to do is we're going to add some dimension to this pattern and give it some smoother edges and this will make it look a bit more realistic as nothing in the real world has perfectly sharp edges so we're going to do that with a non-uniform blur so i'm going to click out my graph his space bar and find non-uniform blur and we're dealing with grayscale information so i want the gray grayscale variant we're going to put the tile generator into both of these inputs both the grayscale and the blur map and then i'm going to bring up the samples all the way to 16 the blades all the way up to 9 and heavily decrease this intensity and so if we zoom in a little bit you can see the edges are getting smoother and we're kind of inflating the shape height value-wise and so this is still too much and so now i'm going to dial in a really small number like point one so now if i switch between the two you can see it's a bit smoother we're adding a little bit of that depth so what i can do now is i can put this non-uniform blur grayscale into the foreground of that final blend that we made earlier and this is what's going into more normal ambient occlusion and height values and so if i right click and make sure i say view outputs in 3d view we're starting to get that pattern on top of our homepod geometry now it's looking a bit shiny so we can do is we can go into the roughness area over here and click on the uniform color that came with the template and if we drag this more to the right we can make this material a lot more rough if you hold ctrl shift and right click you can move the light in the 3d view you can get a better idea of what that roughness value is doing and you can see your pattern in action in fact let's do a little bit more with the 3d view let's go to the materials menu default physically metallic roughness and choose tessellation and let's add some height scale to what we're seeing in our 3d viewport so i'm going to go this tessellation factor drag it all the way up to 16 and then bring up the scale just a tiny bit so we can get some depth and now if i zoom in you can see we're starting to see that pattern extrude with that height value now if you do too much it gets a bit crazy so we can just slightly increase it maybe .08 is fine and it's really bringing our mesh to life i'm gonna hit ctrl s to save and let's go back to our graph and select these nodes everything except for the final blend i'm gonna frame them up by hitting spacebar fra frame i'm going to call this mesh so we can organize our graph better this way i'm just going to move this out and we can get started on the next component now we need to create a mask to isolate the top of our homepod and this is where we're going to add the circular touch panel and our serial light we have to keep in mind that while our object is round our uvs are flat and this means that we have to create boxes that connect from one side of our texture square to the other so let's do that by creating a shape node so i'm going to click on my graph type in shape and we're going to stick with a square again this time i want to change the size on the y-axis and i'm going to bring it down so we squish it down 0.34 is what i'm going for and so let's have a look at what we're doing where we're placing things i'm going to take this shape and i'm going to plug it into our base color node here and i'm just going to move this uniform color away because we're going to use it later and so this is the mask that we're creating based on our uvs that we have set up with our object so what i need to do is i need to transform and move this square so we can place it where we want to put things on the top of our homepod object so i'm going to click on my shape hit spacebar and get a transform 2d and we have these offset parameters here built into the transformation 2d i can move this up and down on the y axis and notice what happens as i bring it to the right here on this y parameter i can now isolate the top of our home pot so i'm going to stick with 0.34 and notice how something's appearing at the bottom here that's because the transformation 2d automatically tiles what it is you're doing it's bringing everything that's overlapping the top of our square and bringing it back down to the bottom so things repeat and in this case we don't want that to happen so i'm going to go to tiling mode click this icon here choose absolute and then choose no tiling you can see it disappears now so what i want to do is use a curve node and a gradient to sculpt out this touch sensor at the top of our homepod now if you'd like to learn more about how to use the curve node to create complex shapes check out the video i've linked above and below we make this cool picture frame utility node and i explain how to use this curve node to create really cool patterns so the first thing you need to do is get a gradient so i'm gonna hit space bar type in gradient and i'm gonna choose gradient linear one and this is just a simple white to black gradient from top to bottom and i want to transform it so that it matches this mask that we made and the easiest way to do that is to get a blend node here and i'm going to take the mask that we made and put it into the background and then what i need to do is now transform and alter this gradient linear one so i'm going to click on it get a transform 2d and plug that transform 2d into the foreground and so we're going to change the blend mode of this blend node to multiply so now if i again double click on this blend node but then single click on the transform 2d i can now alter this gradient and i can match it up to the bottom of where our mask was and so i get the full amount of our gradient in here so to see everything that we're doing in the viewport i'm going to bring this uniform color that we have here just bring it back into our base color reconnect it up so everything's the same color now and now i want to create a height blend and this is what's going to blend these two height components together it's a really useful node and so what i'm going to do is i'm going to connect this blend that we just made into the height blend put it in the height top input and then i'm going to take the non-uniform blur grayscale from our mesh that we made here and i'll bring that and put it into the height bottom of our height blend and then i'm just going to take the blended height output of our height blend and replace the connection that we currently have in our final blend in the foreground here so not much is going to happen but that's because we still have yet to supply our curve node and we're going to have to alter our height blend right off the bat i'm going to double click my height blend and i'm going to bring up this height offset and this is going to do something interesting you can see that now that height information that we created up here is now poking through the bottom layer which was this mesh you can see it's poking up here and so i'm going to choose a value somewhere around well let's go with 0.85 for now and then after this blend that we have before our height blend we can finally add our curve node and this curve node is now going to allow us to refine what's happening up here so if i scroll down you can see this is our curve line and i can click and make a point here click and make a point down here and just drag this point over and i'm creating now a sharp lip here you can see the same thing is happening up in our 2d view we're just changing how this black to white gradient is being interpreted through this curve node and we can think of it as if we're looking at our gradient from the side and we're just creating this lip that goes around the edge around here so i'm going to continue to alter this i think i want to make this a sharper point so maybe i can just drag these handles and do the same thing for this one maybe make this scoop downward maybe make these more on top of each other so it's now a sharper lip around the edge and i can actually select both of these and move them around so i can place this lip on the top of the homepod wherever i'd like to just by moving these two points and i can adjust the scale or radius of this touch panel so i think that's looking good a nice solid lip here good size and that really creates the basis of our touch panel here at the top so to review we created this mask and we placed it at the top of our homepod then we got this gradient linear and we blended it with this mask and then we transformed it you can see the transform here is creating repetitions of that gradient if you like to turn that off again we can go to transform 2d go to the tiling mode choose absolute and then no tiling but because this mask doesn't really show anything below it it doesn't make quite that much of a difference so we've got our gradient linear one you can see we're transforming it to match up with this mask and then we're using a curve node to add this lip around it and that's getting blended on by using a height blend here which is adding our mesh on the background and bringing this touch pad on the top that height blend of course is going into the final blend into the rest of our outputs so we're going to frame up these just like we did our last component move these over here and call this top now let's do the same exact thing that we did for the top but do to create the base at the bottom so like we did before when i click in my graph hit space bar and bring in a shape and again i'm going to squish it down on the y-axis so i'm going to bring it down 0.3 is good and i need to transform this so it's at the bottom of our uvs of our texture space here so spacebar transformation 2d i'm going to find that offset that y offset and bring it down going to choose something like minus 0.36 and you can see we get something peaking at the top again we need to go up to our tiling set to absolute and then no tiling and then because we're using a curve node i'm going to get a gradient linear one this time though i'm going to go to rotation under the gradient linear one and i'm going to choose 180 just going to flip it over like this so it's white at the bottom and black at the top and then i'm going to get a transform 2d and a blend node let's blend these together so first hook up the gradient linear one to the transform and the transform to the foreground then the second transform down here connected to our shape mask into the background double click on the blend and change the blending mode to multiply just like before so we're double clicking on the blend single clicking on the transform 2d and we're going to scale this down so that our gradient now matches up perfectly with our transform 2d and to make sure everything's right i'm going to click on my transform 2d and turn off tiling because it's absolute no tiling just like that now that we have this shape set up let's add our curve node to the spacebar curve and we want to create another lip here at the bottom but to better see it let's hook things up so let's get another height blend so i'm going to select the connection between our first height blend here and our final blend select that spacebar height blend and what this does is it puts the height blend into the height bottom automatically and that's exactly what we want this time so now what we're blending on top of everything else is this curve put that on the top and let's see if the height offset i'm just going to bring in this height offset down a tiny bit .48 and now let's adjust the lip on this curve so i'm going to zoom in here on our 3d view double click to make a point and double click down here to make another one and i'm just going to drag these points so that we create a sharper lip here and i want it to be a rounded lip and let's move this to the right let me adjust this point so i just want to create a small cylindrical base not too big for the homepod to sit on great so let's select these components frame them up and i'll call it base now if you look closely at a homepod you'll notice that there's some inside fuzz behind the mesh and we can easily make that with a noise and a couple of nodes so let's make that now let's make some room i'm going to take all of our nodes on the right side here including our final blend and our outputs and just drag it to the right and then down here we're going to make this fuzz so i'm going to click on our graph hit space bar and find a black and white spots three it's b and w spots three looks like this i'm going to bring up the scale to something like seven now i'm choosing this noise because it has a lot of random small bits of detail but right now these dark patches are a bit too splotchy and big and we need to filter them out with a high pass filter so i'll show you what i mean i'll click on this black and white spots 3 hit space bar and bring in a high pass grayscale now if i bring down the radius here you can see we're filtering out those dark larger patches and just letting the high frequency detail so high pass pass through and i want to dial this down even a bit more all the way down to one and it's getting some good detail but it's not going to be sharp enough so let's sharpen it by using a sharpen node spacebar sharpen and i rarely use this node but i think this is the right time for it so you can see we get much more pixelated values if i click on this it's much more smooth but i think we really want more pixely fuzz so i'm gonna bring up the intensity here all the way up to three that's looking pretty good and then now we're getting far too many values in our histogram i want to flatten these out so to do that after our sharpen node i'm going to bring in a histogram range node you can see now we've sort of flattened out these values so it's not quite as dark and light as before so i just really want to dial in this range so it's much more flat that's better yeah so i chose 0.52 for the range and now let's blend this on and so what i want to do is i want to put the fuzz underneath our cross pattern mesh here so i'm going to make a height blend the part on top is going to be everything that we've made before so we'll take that previous height blend that we have into the height top and then what we want underneath we're going to take that histogram range for our fuzz and put that in the bottom and then we can take our blended height and put it into our final blend and now we can adjust this height offset so every time we adjust the height offset we're really adjusting how high or low this height top is from the height bottom so if i bring the height top further up it's going to bring everything else down so now we get that small detail of fuzz here and we do want it to be a small detail so something like 0.92 should be okay because you can now zoom in here you can start to see some of that detail and if it's too much and you're not seeing enough of it that's because our ambient occlusion is filling in these shadows here so if i go over to our ambit occlusion node that we created at the beginning of this tutorial and decrease the height depth now we can start to see that fuzz shine through that extra shadow that's being created by our ao is now going away we can just dial this in accordingly so now we can get that detail okay so let's frame up our inside fuzz so spacebar frame inside fuzz okay so before we add siri on top of our homepod i want to make sure that i dial in the roughness for this touchpad first by creating a simple mask and so what i've done here is i've separated our outputs a little bit i've put the normal and base color outputs and their nodes further up top and i put the metallic ambient occlusion in height a little below so we have some room around our roughness here so what i want to do is go back to our top here and create a mask from this curved node and so i'm going to drag a connection off of this curve node let go and bring in a histogram scan node and this is how i really like to create masks with grayscale information especially those made with gradients and with the curve nodes really powerful feature here so if i double click the histogram scan and i bring up the position you can see i'm letting in more and more of those gradients in our histogram and so if i bring up the contrast all the way to one now i have this one to one slider selecting more or less of that gradient and creating this black and white mask so i'm going to choose .79 that should be enough to select everything here and what i'm going to do is take this mask and have it drive a blend node between two uniform colors so what i'm going to do is delete this uniform color connected to our roughness by default and let's just bring in a uniform color and you can either copy and paste or bring in another uniform color like that and i'm going to click on this uniform color and make sure it's set to grayscale we'll do the same thing for the other ones we're just dealing in grayscale values and now i'm going to bring in a blend node this blend node is going to be blending between both of these uniform colors i'm going to connect it to our roughness and in this opacity input i'm going to put our histogram scan so now nothing should happen that's because both of these uniform colors are currently set to black so what i can do is i can take this top uniform color and just drag it up to the right and you can see that our top is now getting brighter and that's because in roughness terms everything that is brighter or closer to white is going to be more rough everything that is darker is going to be much shinier so because we created the mask that affects only the top we're now adjusting the roughness for just the top so we can see this better if i take the second uniform color which is controlling the body roughness i can bring this up something like .53 and then if i take the top i can bring this down and rotate the light and now you can see that the top is really shiny that might be too shiny so i can do is bring this back up again something like .31 and so now the top is a lot shinier than the rest of the homepod and so that's how we can use masks especially with the histogram scan and the opacity input of a blend node and use these two uniform colors to drive which parts have what particular roughness it is we're looking for okay so we've pretty much created the basics of our homepod right in substance designer but now it's time to add a little bit of flare by putting siri on the top of our homepod with our glowing display by the way if you've made it this far give this video a thumbs up it lets me know that you really like this video and that you want to see more tutorials like these and i'm curious to know what other product textures you would like to make in substance designer and see tutorials for let me know in a comment down below all right let's finish up our homepod by adding siri so first off we want to do is we're going to work up here and i'm going to create a new shape and this time we're going to change the shape pattern to a paraboloid which is basically just a round sphere shape here with soft edges i'm going to change the scale of our paraboloid and bring it down quite small point let's do 0.27 and so now i've just taken a screenshot here from apple's website just trying to get some of the colors from when siri pops up on the top of a homepod and what i want to do is sample these colors and use a gradient map so i'm using an app here called pure ref and i have it set to always stay on top so no matter where i'm working it's always going to stay on top here and i can sample these colors and to sample these colors we're going to use a gradient map node so i'm going to click on my shape and gradient map it's the first one at the top when you hit space bar if i go to the gradient editor here choose pick gradient i'm going to find the blue colors here and just click and drag over them and so if i bring this down you can see what we're doing we're creating this blue gradient based on those samples and i can invert them so that the wider part of the gradient is now on the center and then we fade out towards blue and if you want to you can pick another gradient so try again do something like this invert it's looking pretty good then i want to do the same thing for the pinkish reddish color so what i can do is just branch off another connection choose another gradient map go into our gradient editor and i'll just pick the pink side and invert it again and now we need to mask out the rest of these colors and just keep the paraboloid gradient colors that we have here in the middle like we did with our roughness we're going to create some blends and use this shape as a mask so i'll bring in a blend i'm going to switch these up here i'll take this pink one put it into the foreground and then take this shape put it into the opacity so now we just have our color information around where our shape was and nowhere else and i need to do the same thing with another blend so bring a blend take the gradient map in the foreground take the shape put it in the opacity and now i've got both of these colorful spheres here next up what i need to do is give both of these blends their own transform 2d and blend these two together so i'll make a new blend node i'm going to set this blending mode to screen and now it's important that you take the pink one and put it in the foreground and the blue one and put it in the background and so now i can do is i can move the pink one over here and i can select the blue one and move it over here you can create your own siri like animation here these blends so i think i've got a pretty good siri looking image here now because our uvs are flat and wrapped around a cylindrical object we can't simply add on the colors with a blend node we need to unwrap and flatten the shape out and substance designer has a node that does this and it's called the polar to cartesian node so if i click on this blend i'm going to unwrap everything here let's spacebar type in polar to cartesian color and now you see it's flattened it out and unwrapped it here across the top so what i can do now is let's just blend this on top of everything that we're doing in our base color here so let's take that uniform color that came with our template i'm just going to disconnect it for now and i can just connect the base color and so now look we've got we've got a pretty large representation of siri here at the top so what we can do is we can add in a transform transform 2d and i can shrink it down here and of course we need to get rid of tiling with the transform 2d so absolute no tiling and now we can look and see what's going on up here as i bring this center bottom box up and down we can scale and change the prominence of siri here on our homepod and so now let's blend what we've done with this uniform color so i'll make a new blend in the foreground i'm going to put siri which is the transform 2d the background is this uniform color i'm going to change the blending mode of this new blend to add and so what add does is make siri seem a bit more luminescent and you could change the opacity of siri just by using this blend and so let's connect that blend up to our base color here you can see we can change series prominence with this slider let's keep her all the way up at one for now and then you can use this uniform color to change the overall color of the homepod so i can bring this value slider all the way up we can make this closer to the white version of the homepod or you could bring it all the way down and create the darker version of the homepod i'm going to stick to the brighter one for now and then to really add the siri effect let's create the emission channel so that it makes siri look like she's glowing from the top of the homepod so down here in the bottom right under our height output i'm going to hit spacebar and type in out for output to create a new output and under the usage parameters i have here i'm going to go to add item change the usage to emissive so what i can do now from the transform 2d that has just siri here i'm going to drag this down and bring it into our emissive output so if i go to the environment here choose edit and just take the exposure down you'll see that nothing happens and that's because i need to right click and choose view outputs in 3d view now the emissive channel has been connected to our 3d viewport and we can see that siri is glowing very cool so like we've done before i'm just going to reorganize some things here select all the new nodes that we created frame them up we're going to call this siri and this is our final graph and this is our homepod so we started with our mesh created the top and bottom pieces blended them together using height blends then we use the inside fuzz component here to create that slight speaker-like detail behind this mesh and we also adjusted the roughness by creating a mask with the histogram scan and our curve node and dialed in a roughness by using a blend with that opacity mask to select these two uniform colors where things are going to be more shiny at the top rough on the bottom and then we created our color and emissive siri component by using gradient maps and a shape blending things on together and using that really cool polar to cartesian node to unwrap everything and then we positioned it to add siri to the top and here's our final graph and that's our homepod now like i said before you can apply the same process to the homepod mini i've just included that obj file in the description as well what's great is that emissive channel we created can be exported into your render engine and be used as a light source making the texture glow you can also customize the overall color of your home pod by changing that uniform color that we blended with our siri colors i hope you had fun making a home pod in substance designer now if you know of anybody who would like to see this video it'd be awesome if you shared it with your friends now i've got a lot more videos coming up soon so if you want to see more hit subscribe and hit the bell to be notified when i post new videos i'm jeremy steiner thank you so much for watching and i'll see you in the next video you
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Channel: Jeremy Seiner
Views: 903
Rating: undefined out of 5
Keywords: substance designer, 3d art, how to, learn to, step by step, texture creation, substance designer tutorial, substance designer beginner tutorial, homepod mini, homepod, apple, physically based rendering, PBR, 3d art for beginners, 3d art tutorial, texture artist, procedural, siri
Id: XShetwFRxB8
Channel Id: undefined
Length: 37min 56sec (2276 seconds)
Published: Thu Nov 26 2020
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