Quick Start: Adobe Substance 3D Sampler

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hello everyone rizzy here and welcome to my channel in this video i will walk you through all the basics in adobe substance 3d sampler and how to use this application if you are using it for the first time or maybe you do know the interface but you probably don't know what this application has to offer so without any further ado let's get started [Music] now you might be asking what is substance 3d sampler this application allows you to create material collection either by tweaking and mixing what you already have the material that is already on your hard drive you tweak that you polish that you make it ready to be exported or when you want to create or extract new materials from your scans with single or multiple images so it's great for photogrammetry also when you want to create a texture yourself from scratch so you take the camera out you take some photos and you would like to make them tiable you would like to generate maps out of it you can do that easily in substance 3d sampler back in the day photoshop was my to-go application but with the release of substance 3d sampler you produce a higher quality result while you save a lot of time so in my opinion if you're interested in texturing or you want to be a texture artist knowing a substance 3d sampler is a no-brainer and that's the aim of this tutorial now let's start with the application can kind of familiarize ourselves with the user interface this is what you typically get a welcome window i don't have any project open i'm going to go and create new for the very first time starting from the top you have application menu bar you know file edit window help and license and surprisingly there is not much in there if i go to file or if i go to edit i've got only undo and redo and that can be quite misleading you may say to yourself well that is that it so that's that's all we can do with the edit menu um a lot actually is going on but in my opinion application menu bar is not the most useful menu so let's explore more and see what else do we have here we have two menus one on the left hand side another one is on the right hand side the menu on the left hand side is in charge of translating your material the bar on the right hand side is in charge of exporting and sharing so these two that you will use throughout the project chances are this one you use right at the end when you finish with your project now the main brain of what's going on is in this section right here where you have a project asset and then within asset you can just collapse and expand and get access to sub menus mainly material and filter now on the bottom left we have three important panels we have the viewer panel which i can actually collapse some of these tabs so again you see what's going on the global parameter allows you to adjust your preferred rendered and that has something to do with what version you're using what graphics card you have so on and so forth tiling allows you to offset your texture by default i'm not going to touch that i will show you a much better way of tiling mesh is what you see in here the default mesh remember that what we aim for is how the material looks like on our model so if the material that you're creating is suitable for flat surfaces then probably it would be a good idea to pick plane to begin with but if you think for example you aim for a fabric then maybe having a t-shirt geometry would be a much better choice or even cloth but again we have different base measures to choose from we have sphere cube cube with beveled edges cylinder and cylinder with round edges of course t-shirt some organic models and again these two guys that you know i'm going to just leave that as just a simple plane because what i'm aiming for is just to bring everything onto a clean canvas so you guys can see what's going on on the right hand side we have layer and we have properties and these are um there's nothing on them until we actually go and bring a material into the scene then we can put them on a layer and see their properties we get into that in a second and now the next rollout is environment so you have few hdr images to choose from obviously hdr images come with their own color so you can see we get a great with a little bit of tint here and there if i just switch to let's say this little guy the preview you can see that we can actually make use of different hdr images and get a better understanding of our lighting setup a very very useful hotkey is shift right click and drag to left and right so you can adjust your lighting if you want which is very useful at least for the purpose of this tutorial i'm not gonna go with any um outdoorsy sort of hdr image i'm just gonna stay within a neutral color which is mainly a studio hdri now if i scroll down you can see i can actually see the image if i tick this box a bit of a distraction but again if you really want to see what's going on you can definitely turn it on again don't forget shift right mouse button to left and right adjusts your light you can rotate it this way exactly does the same thing and you can increase the brightness decrease the brightness if you want that if you feel like you just need a little bit more light information to see what your material looks like you can definitely do that i'm gonna collapse material and go to camera there's not much in there really you have perspective which is great because it gives you perspective but sometimes you have something like plane and you basically want to see it without having any perspective or distortion in that case you switch to orthographic so there is no lens distortion and you can just investigate and observe your material that way you can of course change the field of view and get a less distorted or more distorted angle of view if you want but again i tend to leave this as 55 and that gives me a really kind of neutral normal looking camera i'm gonna go to environment and turn off the visibility for now because to me it's a bit distracting also i'm just going to scroll up and in here pick this studio 0 6 that has got enough illumination for me and that gets the job done so that was a quick look at viewer setting let's have a look at shader setting and see what we find there now in shader setting there are a few things that you can kind of play around with first things first is if you have details and if you think there will be um kind of raised areas and areas with recession then probably you want to kind of increase that sample a little bit so the shadows that you're getting is noise free it's mainly for display purposes so you could get to see things better also we have a shadow as well which is very useful probably on a flat surface it's not really visible so i'm just going to go in here and pick probably this little guy and then switch to shader setting and now you can see that i can actually enable or disable shadow and again shift right mouse button to left and right to adjust my shadow you can do the exact same thing by going here and click on this button to enable or disable shadow if you want very very handy i rarely go into shader settings roll out i always enable disable my shadows here and of course you have material parameters and this is basically defines your basic material as an analogy if you're a maya user it actually defines what you see in lambert one and i rarely touch that because i have a tendency to create my own default material and the last one actually shows you what you want what sort of paths you would like to get out of your material would you like to have access to base normal roughness metallic height and so on and so forth so if you for example deal with plastic and you know that you're not going to have any metalness or any uh conductive material then you can probably go in here and turn off metallic it just makes the scene file a bit smaller and much easier to run the project on your system if you're not dealing with a super powerful workstation i'm going to leave this on so that's a quick look at these three settings and the setting option in general now let's start with our project tab so i'm just going to click in here to make this channel setting disappear in the material tab you can actually create different sets of materials and import your own materials and have little mini package within the project that you have you can click on this plus sign and bring in new material create a new material and that gives you a clean tab to work with i don't use it i usually focus on the current material save it and then if i were to create another one i just create a new file then you have environment light which uses what it's already been set in this scene but you can certainly go ahead and create a new environment light as well and just adjust your own custom lighting setup again i don't do that because i use lighting to tweak my materials not the other way around so i'm gonna click on this plus and this plus to get rid of these too moving to probably the most important rollout and that is assets now you have two types of assets the one that you have already on your hard drive either you have purchased them you've downloaded them you use them in the past and you save them as archive and the one that 3d sampler offers and you can just have them for free and use them and test them so if i click on this starter asset arrow once that takes me to the main page if i may where you can use the starter package starter assets free assets that 3d sampler offers or your own assets so if i go to starter asset i have materials uh dielectric conductive material and then if i scroll down i get to see about 70 something filters that i can use i will show you how to use them as well so that's what 3d sampler offers so if i want to apply this material to this geometry all i need to do is to just simply drag and drop i'm going to go to viewer settings scroll down and i'm probably going to change that to the preview model to orbit around just holding down alt left mouse button to kind of orbit alt middle mouse button to move the camera and alt right mouse button to zoom in and zoom out and you can use a scroller as well again if you're a maya user it's pretty much the same thing shift right mouse button drag to left just to adjust my light a little bit and i'm gonna go to intensity and ever so slightly increase the intensity of my hdr light all right back to our starter asset all i need to do is just to select the material that you want and drag and drop onto the model done now if you feel like okay i've got an 8k material and i won't be able to see it clearly you can just go in here and increase width and height of your map so what you see the representation of the material is going to be a much higher quality now the good thing about these materials they actually come with set of presets as well so now you can see that that material is on a layer and that layer the name is actually the name of the material if you look at the properties you for some of them not for all of them you have presets and you have basic parameters to change those presets so it's already been made for you you don't need to do much about it you can kind of click on them and see how they change again you can go into the resolution and pick a much higher resolution just to show you the contrast i can go to 128 and you can see all of a sudden everything looks very pixelated or i can go all the way to 4k a little bit of processing time but of course i can see get to see all the details which is pretty cool we can turn off the shadow to see things more clearly but that's the kind of representation that you are getting you can actually click on this button here to switch from 3d to 2d or see both of them in your layout so that's the material on a 3d object and that's the 2d material by itself now beauty of the beauty of this is you kind of get to see different channels of that material as well so normal roughness all the way to ambient occlusion and all of them are tweakable so you can actually polish them and that's probably where you use most of these buttons for example it's very simple as soon as you click on that crop that crop becomes a modifier and places itself on the layers if i click on this all in a sudden you have crop modifier and you can actually go in here and crop your image you can see the live feedback on the left hand side as well and the good thing about this is it's very non-destructive so it's not like okay you crop the image and if you change your mind later on you have to kind of backpedal and find where you were and redo all these steps no it's just a node on a layer you turn it on and turn it off if you don't want to at any point of time you can get rid of it by clicking on this remove a layer button very intuitive very very easy to use you have the same situation with perspective so if i click on perspective it's really good if you have a camera and you go out and you try to kind of take a photo but again you're on an angle and you get a little bit of perspective and you have a little bit of skew in your image you don't need to tweak it in photoshop just bring it here drop in a perspective transform and just fix the transform this way and basically tweak your image very effective again very non-destructive even if you're inaccurate right now and you realize that i don't know half an hour from now you can always go back and just tweak it simple as that and of course the next one is transform you can have that transform here you can go into position offset and basically offset your model in horizontal vertical flip it horizontally and flip it vertically very very convenient and usually for all of these nodes you always have an advanced parameters where it goes actually one level in into macro details and things that you can change on a normal day you wouldn't but it gives you extra layer of control over the tools that you you're picking to adjust your image we have a clone stamp tool as well and that if you are familiar with application packages like photoshop that's exactly how this works left and right bracket to increase and decrease that right and then you hold down shift and click to pick a sample and then you start painting the area that you want to paint you can see on the right hand side it actually shows how i sample from one area and i go to another sample probably i need to reduce my resolution to 2k that's much better so that's how you use clone sample again you have threshold where you actually adjust the area that you have changed you can blur that area if you want you can smooth that area to remove all the seams and of course the precision is the accuracy always set that to one at any point of time if you realize that it was a bad idea you go and hide it absolutely fantastic so you can see it's very very intuitive very easy to use very easy to understand now let's talk about layers and the functionality of the layers a little bit and put together a very very simple example on how we can use layers in conjunction with some filters now i'm going to go to viewport setting scroll down and pick a plane because what i want to do i want to use what it's been offered by 3d sampler and create a pavement with dry leaves on it right so we start with a clean slate now if i go to layer i actually need to have a base material i need a base coat base material to start with now you've got a lot of different materials at your disposal i'm just gonna go with a rock material so i'm just gonna go and type in a rock and just drag and drop a rock material in there now by default this rock material doesn't look you know amazing it's just a normal rock material what is good about this is the level of control that you've been given right off the bat so i'm just going to click on this and kind of reduce the coloration of it i'm aiming for a sort of dark pavement so that should work for me now if you want to have variation or wear and tear on stereo asian you can always have that by increasing the stone color variation you can have that polish and make it brand new but i actually want to do the opposite because it's an exterior scene let's say and you want the material for an exterior scene so you actually need that a little bit of gain to add more macro detail is always helpful and of course you can ma increase or decrease the roughness we will get to that what we probably don't want to use ever is to actually introduce metalness to this unless you want to change this from stone to metal and use the pattern as damage or rust right so you can kind of hack the situation but i'm actually genuinely looking for a stone so metallic doesn't really play any role in here so that's that but the next question is how will i be able to kind of create that um grid like stone something like pavement that i want well as the name suggests all i need to do is to look for a pavement in the filter so if i click on the add layer i have access to probably over 70 filters and some of them are awesome obviously if i were to go over all of them i need one day and i have maybe 45 minutes so i'm just gonna cut to the chase and just look for things that i need now i search for pavement voila simple as that um very happy with what i have um already but of course i would like to go and make some changes so the first change i would like to make is the edge roundness probably what you want to do is set the edge roundness to zero brick spacing if you want to have unusually wide space between the bricks you can do that i want the opposite for the random elevation intensity i actually do want to do that to create some sort of imperfections if i kind of zoom in you can probably see better this is very clean and neat but this is imperfect and that's kind of what i want now i can go to pattern and change the pattern if i want this works well for me but you can definitely go with different patterns for example flander waves is also another very kind of common look brush rock is another very very common look that you see in parks and it has a really a nice level of randomness to it but i'm going to go with the european fan type that i want to now what i really want to do is to kind of reduce the amount of cement in between each break and that can be done by going into joint and change the level of that a little bit so you can see i can kind of reduce that just a tad you can change the width if you want you can change the variation of it so part of it gets more so part of it gets less and of course luminosity where it gets darker and that kind of makes sense because this kind of pavement been used and abused by rain by dust and by sun so you don't want that to be sort of brand new looking glowing type of cement so that kind of works really well and i'm kind of happy with that but again when you have something like this in real life it's not just rocks and cement you always have i don't know leaves on it you have mud and dirt on it so let's add layers it's an opportunity for us to actually explore different avenues and kind of see how we can blend different layers together i'm just going to increase that to 4k so i would like to see how this works for me yeah that definitely looks better i can also go to this displacement and i didn't really talk about this but that's a very very useful button that we have here it allows you to kind of tweak the displacement live so i can kind of change that displacement on the fly you can see that i'm already adding a lot of irregularities and adding more severe displacement to this that is probably way too much but you can actually do that if you want so i'm going to set it to 0.3 just so you know 0 is going to zero everything out i'm going to probably aim for 0.3 quality probably 0.5 will do you can go to one you don't want to overdo this so i'm actually going to keep it as 0.5 and 0.3 for displacement gets the job done now let's go back and add more layers to this now i would like to add a mod on top of this pavement that's easy i'm just going to search for mod and you can bring it into here and that will be added onto the scene that you have but i have a tendency to actually go in here and just drop it in there and the beauty of that is it actually comes with the blend node the height blend load which i love so you actually don't need to be worried about uh what am i going to do with the mask do i need to create that mask no actually you don't need to it comes with a smart type of mask where it allows you to kind of tweak the distribution of the mud as you go and a 3d sampler calls it height blend so this is a blend note that comes with any additional layer that you put on top of your base layer now probably first thing i want to do is to kind of browse around and look at the offset and see how much offset i want do i want this to cover the entire um sort of ground or do you want that to be sort of well controlled here and there sort of situation now you can kind of have that as how thick you want it so that can be defined using contrast and of course you have blend opacity to see how opaque the material is i can go to height adjustment and just change the height of it usually i'm going to kind of keep it around 0.8.9 now once you're done with this i think it would be a good time to go to the actual mod and i'm going to change this color to a much darker color that's a really fresh looking soil rather than mud and i don't want that color so i'm just going to go and really darken that a little bit so it's more of a muddy look not a fresh soil look now here's the part that i really enjoyed the most where you can with a single slider you can just turn that to a wet surface by just killing the roughness you can actually do the same thing in here scroll down and just change the stone roughness to zero and all in a sudden you feel like it's just um it's just rained and everything is wet and the beauty of that is actually whoa that's way too much and the beauty of that is you can actually have that as part of your maps so you can go into roughness map and that roughness map actually reflects the witness that you see in here which is pretty pretty cool now i'm going to bring this one back to where it was by the way if you want to reset you can just as you can see if i'm moving away moving the cursor away and bring it back you get the reset you can actually reset it this way if you want to reset but again that's what i like about 3d sampler it's just very very intuitive very simple to use i'm just going to bring the roughness up a little bit we don't want this to be fully dry at the same time we don't want that to be completely wet so i'm just going to hold down shift and just have a look and see what type of result i'm getting yep that looks good now let's add more into this i'm just going to bring in another filter that i use a lot and that filter is called scatter and that is very useful to scatter items on top of the current layer now it doesn't know what to scatter you actually specify what to scatter so i'm going to go in here into my asset and i say all right i want to scatter dry leaves drag and drop and you have dry leaves simple as that so remember you're not really just limited by what you have here you can bring any uh type of material in here external material the way that i just showed you and use it in your own projects now i'm going to look at the some some of the presets for example dry leaves like that i think that's kind of more realistic and that's kind of what i want you can have a range min and max range and i'm going to reduce the resolution always get too excited and increase the resolution but that's much better now everything is loading nicely and that gives you a really nice random range where the distribution is reasonable and even that's good but sometimes you look at this and you think to yourself wouldn't that be nice to just bump up the saturation a little bit you know color grade it while i have this map in making i don't want to do it after the fact bring it to photoshop again i would like to get everything done in here no problem at all you can always go in here add a layer and you can just type in hue saturation and there you have another layer on top the beauty of this is you can change the color information which in this case just crazy you don't want to do that but you can bump up the saturation a little bit and bring a little bit of life to this um you can change the lightness as well you can go all the way crazy and colorize it which we don't want i'm going to reduce that just a tad point zero five is a better value and all of this is somewhat procedural so you can at any point of time say no i don't like the amount of uh kind of joints and cement that i have in here i'm just going to go into join and i am going to sort of reset what i have here just to get more of that i'm gonna sort of reduce the variation to get more even sort of material in there but i want to reduce its coloration a little bit so it's not as white there you go when you're in no time at all you can go and make those changes and it kind of gets the job done again you can tile via this you can go in here and say all right how about tiling i want to go five by five and all of a sudden you get a tile um if the you know if the project asks for it we can even reduce it to a much bigger texture if you want we talked about displacement you can go all the way to a very very high number you can see this bit is now much higher than the other part all right we have one topic left and that is how to export what we have as an image how to create different maps and how to export them before doing that i highly encourage you to kind of go into the filter and explore a little bit more for example moss is one of my favorite filters obviously not applicable in here but if you ever want to create vegetation that's a fantastic filter to be added crack is another one which is really good if you want to use a cracked window you can definitely use that actually one that i can use on this one is dirt although we had dirt material we can create dirt filter and bam it makes everything kind of old and rusty and weary i can go into dry leaves and go all the way down and kind of change the intensity a little bit to a much smaller intensity you can add randomness change its size so on and so forth so that's better so yeah dirt is actually a very good one that you can use it brings more grime and dirt into your environment and again if you would like to know how it's going to look like as your color map you can always select on this 2d and look at your base color map and zoom in and see how it looks and make changes if you want if you think it's too sort of dark you can always go in here and bring in brightness and contrast and just add more brightness and contrast to it remember that what you see here has been affected by the light but this is the actual color that you see so make sure that this is the right map what you want uh there again tons of fit filters in here available to you to make use of and once it's done once everything is finished you can just easily go into this button here and go share if you have substance painter installed then you can click on this and that creates a smart material out of what you have which is amazing so you can kind of save that as a smart material and every time you want to use you know a pavement you use this very material that you just made in 3d sampler and use it in soft and painter if you want to bring it out and just directly into 3d software packages you can go export as and you can sort of name it give it a path destination and give this a resolution so i would say minimum of 2k all the way to 4k would be good and then look see what you want so base you want definitely for some renderers like render man diffuse is something that you want normal roughness definitely metallic i don't think for this particular example you need it you can export it but it will have no data in it and then you have height and you have ambient occlusion and there's so much more that you can just extract out of this which is priceless so as you can see this application is capable of producing high quality work in no time at all obviously a lot it needs to be covered still um you know it's just a quick start a brief introduction to the application and how this application works its workflow was the main topic of this video i will create another video to show you a different way of using 3d sampler to your advantage where you bring your own photos as opposed to using a starter pack or a ready-to-go smart material all right we reached the end of this video thank you very much for watching find me on patreon and twitter i hope you found this video useful until the next one see you guys later
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Channel: SARKAMARI
Views: 4,947
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Keywords: Substance 3D Sampler, Substance Sampler 101, Substance Sampler quick start, Assets in Substance Sampler, Essential Substance Sampler, Substance 3D Sampler Tutorial, Pavment with Substance Sampler, Scatter in Substance Sampler, Substance SARKAMARI, Reza Sarkamari tutorial, Substance Sampler introduction
Id: rE8RGbBfurs
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Length: 38min 36sec (2316 seconds)
Published: Sat Oct 16 2021
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