Substance Alchemist: Image to Material (Bitmap To Material)

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[Music] in this video we are going to use substance alchemists to create this wood floor material using this bitmap I will show you how to process this non square image and use bitmap to material to produce the material outputs we will then use some procedural layers to create the parquet pattern and the wood finish okay so before we actually get started let's make sure we're on the same page and have a similar project setup so what I'm going to do is come over here to my viewer settings and I'm going to make sure that my global parameters output resolution is set to 2048 by 2048 here you can see that I'm using the plain mesh and for the environment I'm using glazed patio so I'll close up my viewer settings and now I'm going to just simply drag and drop the TIFF file here into the 3d view now in the material creation template I'm going to make sure that I first choose use as bitmap so what we're going to do first before we jump right into bitmap to materials we're gonna do a little pre-processing on this image so that's why I'm using the uses bitmap option so we'll click OK and you'll notice that here in my layer stack the import image is added so I'm going to just click on this to view the properties and you'll notice that the output usage is set to this option called scan 1 since right now we're not really working on our material I think what I'm going to do is just jump over here to my 2d view so we can see the image and here at the bottom of the view we can see all these channels and we want to make sure that we have scanned one selected so again output usage set to scan 1 and here in the viewer I'm using scan 1 also here you can see that the resolution for this image is set to 30 24 by 40 32 this is the original source resolution from the image that I imported into substance Alchemist and as you can see it's a non-square image so what I want to do since I'm working with this non-square data is I want to do like I said a little pre-processing to this image before we feed the data into bitmap to make so the first step that I need to do is I need to set an area of this image that I want to crop to because we want to convert this non square image to a square image so here in my layer stack where I have add a layer this is my filter option I can click this here and I'm going to use the option for crop so left click and you can see that I'm adding the crop tool here to my layer stack and already we start to see that the image has been cropped here to this square ratio based on the input size and the input size here is 4096 by 4096 now we do want to make an adjustment to this I want to use as the input size coming into the crop the original source dimensions so just a tip to get back to that in case you didn't remember what the original resolution was is you can come over here to your layer stack and I can just disable this layer by clicking this eye icon so I'm just gonna click this here and you can see that it's gonna disable the layer and that takes me back here to the layer below it which is the import image and there again I can see that original source resolution now what I want to do is just copy this information here to the input size so what we're going to do is type in 3 0 2 4 and then for the Y we're going to type in 4 0 3 2 and that's going to be the resolution that I have set so I'll hit enter just to lock that in now I want to come back here to my layer and I want to activate this crop I'll just toggle this eye icon which is going to just reactivate this layer so now we are cropping this here to a square image but I'm taking into consideration the original resolution of the input size of my import image now I have my manipulator here in my 2d view and I can actually move this around so for example I can see I have this little blemish here in my image this is probably gonna cause some problems when I go to do tiling so I might want just want to make sure I move that up out of the way all right so the next thing I want to do is check the tiling of this image so to do that I can tap the T key on the keyboard and now I can start to see the tile and already I can see some issues with this image we have some pretty wide discrepancy between the balance of light and darkness here in the tonal value of this image so notice here we have like this little dark area over here in this corner gets it a lighter it's lighter here and so on so we have this discrepancy between this dark and light area and you can see that this is obviously causing a problem here in our tile where this dark value matches up with this light value so we want to fix this and we can do that by simply using the equalizer filter here in substance Alchemist so once again I'm going to come over to my layer stack and click the add layer button and then I'm just going to use the equalizer so come down here towards the bottom and I'm gonna left click on equalizer and that's gonna add that here to my layer stack already you can see once that's processed does a pretty good job of balancing or equalizing the light and dark values here in that image we also have this radius setting and I can make a few extra tweaks to that so you can see I'm just gonna drop it a little bit just to further balance that out okay so we've gone this far in so far all we've done really is we've just imported our image we've done a crop and then we've ran an equalizer for our tonal range but we haven't actually ran bitmap to material yet so here if I activate my 3d 2d split view you can see well in our 3d view we don't actually have a material at all we just have this 2d image so now what we're gonna do is we're going to apply bitmap to material so once again we're gonna come over to add a layer and you can see here towards the top we have bitmap 2 material I'm gonna left click to add bitmap 2 material to my layer stack and already here in our 3d view we start to get what looks like a material so I can rotate around my view also I'm gonna want to move my environment so that's holding down the shift key and the right mouse button and moving left to right you can see and can rotate my environment so now we're already starting to get some information or a material now in our 2d view and here towards the bottom we have our channels for our material so here if I click base color we're viewing the base color and if I click normal you can see that by using bitmap 2 material a normal map has been generated for us same thing with our roughness as well as our height and our ambient occlusion let's jump back over to height for now and we can start to make some changes so for example here I can come over to my height and this is where I can start to play around with some of my height details scale settings for large medium and small shapes now before I get into actually tweaking these height values I want to talk a little bit about the actual displacement shader so over here in the 3d view I'm going to click this displacement icon and here you can see that I have this displacement amplitude setting as well as equality now by default I believe the quality is set pretty low so I'm going to set this all the way up to a value of 1 just make sure I have maximum quality and then I'm gonna set this displacement amplitude now for this video I am just using an arbitrary value and where I'm coming up with this number is I want this number to represent the overall kind of scale value that I would actually be using and say my application where I'm going to be rendering this material so that could be maybe something like unity Unreal Engine or maybe I'm using v-ray and 3dsmax so either way I'm just trying to take this value and have it represent the scale that I will be using in my actual rendering software and then once I have this value when I set things like my surface scale my height as well as my large medium small detail it's all going to be relative to what I have for this displacement amplitude now also in this case since this is just an image that I found online I don't actually know what the surface scale is so I'm gonna leave this set up 100 centimeters and I'm gonna take a look at this actual plane that I have and I know this is 100 units by 100 units so I'm gonna go just with that type of scale setup here as I work in substance alchemist now for my height scale I am going to come into here and I'm going to set this to a value of 0.04 and I'll hit enter just to lock that value in so now if i zoom in you can see that we have basically lowered that overall height scale by using the value here for what this texture will represent and not so much by the display amplitude here inside of substance alchemist alright so now that I've done that I'm also going to take a look at playing around with some of the scale for my details so for example I can move this slider here and I can decrease some of these large details same thing with the medium details as well so you can see I can dial this up and down I think I'm gonna move this value up a little bit and then also increase the small detail scale as well now that I have this in place also important to constantly be checking your environment so again using the shift right mouse button left to right just to see how this actual height is going to affect the overall light as it reflects off the surface alright so again we could jump back to things like my roughness map and I have control over that here as well however I'm not actually going to tweak these controls specifically using bitmapped material we will rely on other filters within substance alchemists to take care of that now again back over here at my base color I have my base color value and here we have my normal which my normal is actually being generated based on the information I have here from my height and again we can tweak these values later with other filters in our stack let's take a look now at are titling once again now that we have a material to work with so here just to kind of view this in my 2d view I'll hit the T key on my keyboard and I'm gonna zoom into the view and if I look over here in this corner sure enough we're still having some issues here with seams because well we haven't actually done anything to the tiling yet so you can see that I have this seam here and we're gonna fix that you know right now and we can do that by using our tiling filter so here once more I'm gonna come over to add layer I'm gonna start to type in tiling then you can see here that we have this tiling filter so I'm gonna left click on this tiling option and it's gonna add this filter here to my layer stack and you can see here that it provides this manipulator now I can left-click and drag this manipulator around I can also do some different types of transform operations so for example if I move my mouse outside of the transform widget I can left-click and drag to rotate here so I'm just gonna square this back up here I can also come over to the side of the widget and I can make you know transformation scale changes as well so one of the things though that I really want to bring your attention to is again this edge so I'm gonna zoom in here to the edge and if we look at the properties for the tiling we have this option called detect edges now it's a bit hard to see the scene here so one of the things that I'm gonna do is I'm gonna jump over here to my height channel and you can see that we have this scene this is like a cut edge to create a seamless representation of this image now if I come over here to this threshold and I start to lower this you can see what happens here is that this cut line is actually being distorted and that is what this detect edges is doing so for example if I turn this off you can see that we get a very nice straight cut line but if I want to have something that is a bit harder to tell that we have this cut line and I want something that's a bit more organic I can enable detect edges and then I can control this distortion here based on my threshold value so you can see what this is doing is it takes a look at these underlying shapes and forms and it distorts that line again trying to follow these shapes and forms now we can also play around with our grid resolution so if I increase this grid resolution you can see that we start to get a bit more displacement or finer detail here within that cut line and then if we decrease it you can see that we start to get you know larger distorted shapes so in my case here I think I'm just gonna leave this at a value of nine now we do have this distorted kind of cut lining again that's gonna make it a bit harder to see where we have that tile but we still see this line it's very very distinct so now what we would want to do is just come over here to our blur option and you can see I can increase my blur and essentially just make that line completely disappear now I go statu by default but I can come into here and I can overdrive this so for example if I type for and hit enter again like I said I can overdrive that a bit but I think what I'll do is maybe split the difference and just use a value of 3 so now I can just zoom out and you can see that we now have a seamless image and like I said I can always go back and start to play around here and move this transform widget let's go back here to our base color and here if you see if I start to move this threshold again like I said you can see that distorted edge because I have detect edges enabled now you would also use this transform manipulator if you needed to align some patterns like for example if I needed to line up any of the wood grain I could rotate or scale the transform manipulator to make sure that any patterns line up specifically in my tile okay so the next thing that I want to start to take a look at is some repeating patterns that I might have so I'm gonna come over here to my 3d view and I'm gonna take a look at my tiling so right now it's set to 2 by 2 and this is just the display tiling here in my 3d view I'm gonna set this to a 1 by 1 because what I'm gonna do here is I'm gonna visualize like I said I have this plane which I know is 100 units by 100 units and I'm going to visualize this texture applied as this single unit now when I come back over to my tile I can actually increase the tiling here within the texture or the channels themselves so what I'm gonna do is just take my tile and I'm gonna set this to a value of 2 so I'm basically going to bake in this tile to the texture at this stage so now if i zoom in here I can now get a better look at some of these patterns that are going to be repeating here within this image so for example right here in the dead center of my image I have this line you can see this little faint kind of white line so here I'll zoom in really close you can see it here and we need to get rid of that guy because it's causing me some it's causing me some repeating pattern issues so to do that we can use the clone patch filter so here again we're gonna come over to our layer stack we're gonna click add layer and then I'm going to use the clone patch so now that the clone patch has been added here to my stack what I'm gonna do is just come over here to the 2d view I can hold down the V key and left-click to set my source sample area so what I'm gonna do again like I said hold down V and I'm just going to left-click maybe right here in this area and that sets my source to clone from I can also come up here to the top of the UI and change the brush size to a bit larger size and now what I can do is just come over here into the 2d view and just simply start to draw a stroke here to kind of paint this out so we're gonna do this I also want to make sure I get here towards the top now when I take the mouse and just move it out of the 2d view you can see that we can now visualize the texture itself so here we can see this white area denotes where the stroke has taken place and we also have some settings for this as well like our threshold so what I'm gonna do is just come over here and I can start to move this threshold so you'll notice that if you look at this here let's actually take a look maybe at the height channel here and I start to move my threshold you can see in this view the edges that we have so we also have the capability to work with that detect edges so again it's following the underlying shape and form it's breaking up that brushstroke edge so that it's more organic and it blends in a lot better I still have a bit of a hard edge so no problem we know we can increase that blur value and essentially just make that edge of that brush completely disappear we also have our grid resolution and like I said our threshold same settings that I just covered here in the tiling so let's jump back over to our base color and take a look so we've taken care of that however you know I have a little bit of another spot here as well as here's I'd like to get rid of now the clone patch you need to think of that as a single operation so we've done that once we can't just continue to add strokes to that because it's gonna change the work that we've already done so what I need to do is come over to add layer and then I'm gonna add a clone patch one more time so think of each stroke that you want to add or each item that you want to patch out you need to do that with a separate clone patch operation okay so now that we've done that let's start with a source sample so hold down V and left-click an area and what I want to do is just paint this guy out here so I'm gonna come in and just kind of paint this guy out and then I'm gonna come over and we're gonna continue that stroke here now I can come back over to my threshold and I can start to play around with this let's change my grid resolution so I you can see here what I'm doing is I'm changing these values between the different clone patches to get you know varied results and what this essentially doing is like basically taking parts of the image that I'm cloning and I'm making little tile sections within that and it really helps to break up the image and and making this a little harder to gauge where some of these repeating patterns are appearing now I notice I still have a few here here these little light areas but I'm not so worried about that because I know I'm gonna be adding some extra filters on top that's really gonna hide that but just you know just to drive home the example let's do one more so we'll come in and do a clone patch I do want to get rid of just some of this so I'm gonna hold down V sample an area and then I'm gonna come in and maybe just paint in that section there like that alright and then like I said I can always go back and just play around here with my threshold I'm gonna change that grid resolution make this a little bit larger increase that blur a little bit and there we go so we start to break that up quite a bit so here you can see this is the result that we have thus far in our 3d view this is our entire material again because substance is always working across multiple channels all of the filters were adding is propagates over to all the channels that we have thus far now that we have all this in place I want to start taking a look at maybe doing some image adjustments here so one of the things I want to do on top of this has probably come in and add a color variation so I'm gonna add a color variation because right now the colors just really bland I just want to vary this up a bit so first thing I'm going to do we've added color variation it's going to do a quick little process here and the color counts set to 10 we don't really want that I'm just gonna set to a value of 2 and if I look at the color option because I set this to a value of 2 I have to input colors of course I could you know make more or less if I want to but I'm gonna leave this at a value of 2 so for color 1 I can come into here and I can click this color button and what that's going to do is launch the color picker and I'm gonna choose one of these colors that I have selected and then click OK and it's gonna apply that color now I'm gonna use color - this is just gonna give me a little bit of variation I'm gonna choose the same color except this time I'm just gonna you know make it just a little bit lighter and then we'll click OK here so now this is the the value that I'm getting we can also enable here this custom color variation and if we take a look at the controls for this I now have the capability to vary this based on hue chroma and luma so one of the things I'll do here yeah this has got a little bit of noise in it so if I just drop this luma value a bit you'll see what this does is it just kind of smoothes out the result and it gives me that you know a bit more of a I guess a stylized kind of look so I might go with something like that might be a little too much so here actually let me set this to a value of around 0.8 - all right so that's what I'm gonna go with here now the next thing I want to do on top of this is add an adjustment so I'm gonna hit my add layer and I'm gonna add an adjustment layer on top and this lets me do a lot of adjustments to each one of the channels that I've been working on here in my layer stack so for example if we come over here to our base color diffuse I'm gonna do a post sharpen intensity value so we're gonna sharpen that base color just a bit also notice if I wanted to introduce some kind of tiling within the image themselves within the channels themselves I could do that here as well I'm not going to because we've already actually done that way back in our tiling operation about middle of my layer stack I can also do a reapply color I can play around with some things like here let's increase this contrast maybe drop the luminosity down a little bit and so on so a little bit of image adjustment there and I can feather that back by just lowering that adjustment intensity if I like okay so something else to take a look at if we come over to our roughness I could come into my roughness here and this is where I can start to dial this up and down here if I need to so we can do that we can increase our contrast a little bit so I'm actually going to increase the contrast so now you can see we're starting to pull out some of that detail but I'm gonna leave the intensity value here let me just set that to zero because like I said I'm gonna use a filtered later that's really gonna kind of handle this roughness setting now the next thing I want to take a look at is maybe my ambient occlusion so we really don't see much here so what I can do is come over to my ambient occlusion value and there's an option here that says recompute AO from new height and I want to use this option so watch what happens here when I enable this value it's going to recompute my AO and so now I get this whole new AO map that's been recomputed based on the height adjustments I've been making here now I can go in and make some actual fine-tuned adjustments such as maybe lower my depth here it's probably a little too intense and then I can adjust that spread here a bit so maybe we'll try something like maybe this for now okay so something else we could do could do the same thing with the normal we increase our normal intensity so right now it's pretty low but I can drive this up a bit so here you could see it's it's almost non-existent but I'm just gonna drive it a little bit actually here what I'm going to do is set this to 0.04 and I'll leave it like that so I because I don't want to too high but it is good that you can use this adjustment layer to make these minut little changes like this alright so now that we have this in place we've got this kind of base wood what I'm gonna do now is I'm going to start to stack some procedural effects on top of it so I'm not really too concerned with my 2d view right now so I'm gonna jump over here to my 3d view and actually gonna come over here to the interface and I'm gonna click on this filter button so this is just another way that you can access filters within substance alchemists you can also hit the spacebar similar to what you can do in substance designer and add filters this way as well so you don't have to constantly be mousing over here to the layer stack and clicking add layer you can simply hit the spacebar or use the filters here from the left side of the UI now what I'm gonna do is jump over here to this generator and this is a pretty good view if you're new to substance alchemists this kind of lets you see the filters divided up into the different categories they represent and it kind of just helps you learn the type of tools that are available to you now what I'm gonna do is I'm gonna add this park a pattern so I'm just gonna left click and just drag that into my 3d view and what it's gonna do is add that filter here to the top of my layer stack and we're gonna add a little wood pattern here now there's a bunch of different pattern types you can see here I'm gonna start with English and I'm going to set my X amount to a value of 2 and my Y amount to a value of let's say let's do 8 alright so we'll do this now one thing one problem right off the bat is the wood grain that I have is basically going in the wrong direction I need to rotate this by 90 degrees and I can do that by simply dropping back over to my layer stack here and clicking on tiling and I can rotate the manipulator however we have a nice little shortcut here so I'm just going to rotate it by 90 degrees by clicking the 90 degree rotate button and you can see that it Rican it's up the layer stack let's go back and maximize our 3d view and here you can see that the wood grain is now placed in the right direction here okay so let's go back to that park a pattern and let's look at some of the options we have so for example I can increase or decrease here this plank contrast so if we want to have you know floor that looks more like this I do kind of like a little bit of this variation so I think I'm gonna leave that here we can also play around with things like our bevel intensity so you can see some of the changes we make we actually break this off into the bevel X&Y distance and so on so a lot of different options to really dial in this effect to get exactly what you want now also here for the pattern type we can change this as well so for example if I want to do like say square basket I can do this if I want to go to like say a herringbone pattern I can do that as well and so on and now we can visualize the tile here in our 3d view by simply jumping over to our tiling parameter and I'm going to set this to a 2 by 2 tile so this is the full result that I'm getting and again I can switch this around to my pattern types at any time so let's just stick with this for now and let's just continue to kind of play around and see what we get something else like I said I can do at any time is I can jump back over here to my color variation and I can make changes I could jump over to my maybe my adjustment layer and let's see let's increase that contrast a little bit more okay so I want to just bring out a little bit more color and then I'll just maybe darken that just slightly by just dropping the luminosity there all right so that's kind of more of the finish I'm kind of looking for now speaking of finish we want to actually add maybe a bit of varnish to this wood and we can do that by simply using our wood finish filter as part of our finish filters here so what I'm gonna do is left click same song and dance here left click drag and drop would finish into my 3d view it's gonna add it here to the top of the layer stack and then I'm going to go in and just tweak some of the parameters so by default finish type is natural but I want to set this to a varnish now I need to move my environment light around so again that's shift right mouse button left to right so we can kind of move this around a bit and so now we can get a real idea of how this light is gonna be interacting here with this roughness information that we're working with we also have parameters for this varnish so if I expose these parameters I can do things like play around with that roughness intensity value here so I'm gonna drop that tube around maybe 0.14 I can also play around with just the overall kind of roughness intensity as well as the normal intensity here for for the fibers as well as the orientation for these normal fibers and then of course we have the fiber contrast here as well as the roughness intensity which we've already kind of tweaked so now that we have this this is basically going to finish out the material that I wanted to create this this little wood pattern here and this is the layer stack that we use to produce this effect so you can see that what we've done here in this process is we started by importing an image then we crop the image we balanced it with an equalizer we ran bitmap to material to create our material then we tiled we use clone patch to do a little cleanup to kind of get rid of some of those repeating patterns we were seeing and then we we adjusted our color by using color variation adjustment we applied a procedural wood pattern using our Park a pattern filter and then lastly we added a nice little Wood varnish here by using a wood finish filter so now that this is done I'm gonna come over to my layer stack and I'm gonna save this material and this material name I'm just gonna call this will do this probably would say part K and then we'll save this here and that is going to save this material I actually already have this in place but I'm just saving a different version here it's gonna save it to the collection that I have in my case is just my little demo collection I started for this video now if I want to I can start to make changes to this so let's say I want to make a variation to this let's jump back over here to our park a pattern and let's maybe switch this to your to the herringbone and so we're gonna let this recompute my layer stack and so that'll take just a moment here to kind of recompute all these steps that we have alright so now that I have this guy this is gonna be like a new variation of this so I'm gonna come over to the Save button I'm gonna shift and left-click and then I'm gonna choose save as let me create a new variation of this so what I'm gonna do here is we're gonna call this would underscore herringbone and then we'll save and like I said I can continue making just a bunch of different variations and saving those here to my collection so that's going to close out this video join me in the next video and we're going to walk through the process of exporting our textures out of substance Alchemist you
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Channel: Adobe Substance 3D
Views: 50,666
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Keywords: Substance, Substance Painter, Substance Designer, Sustance Source, texturing, texture, textures, painting, mapping, 3d art, materials, procedural, generation, Allegorithmic, Library, Material, Authoring, Integrations, Live link, PBR, Physically based rendering, Scan, Scans, Photogrammetry, Paint, Painter, Sculpt, Games, VFX, ArchViz, Architectural visualization, Automotive, Real-time, Offline, Render, Substance Alchemist
Id: k2fB4lAfbI4
Channel Id: undefined
Length: 29min 23sec (1763 seconds)
Published: Thu Mar 12 2020
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