Substance day at SIGGRAPH: Keynote and Substance Alchemist demo

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] chimes OH [Music] Hey [Music] [Music] good steamer [Music] all right [Music] we good all right welcome to Hall I'm Sebastian founder and CEO at algorithmic and this is Jeremy he will be doing a demos today you will have demos we're very very excited today to to be here at SIGGRAPH for the substance days at SIGGRAPH 2018 it's a few hours so I will be speaking over a few slides first and then you will have something more interesting which is the demos of the tools themselves but a few words about substance days first what what are substance days so it's actually our way to like meet the community and for the community to meet us as well at the same time and to learn from us to learn from the most advanced users what they can do with substance how they can improve themselves etc and it's a it's a very important part for of of the company actually it's become something very very important and actually so much so that we've constantly added new dates and new locations for substance days all over the planet and so to get as close as possible to our users so we started in Hollywood the first one was located in Hollywood actually two a few days before SIGGRAPH two years ago it was an awesome thing and it was the health at the gnomon School of Visual Effects there it was a great great time and so we figured okay we have to we have to do that again and we did that again at GDC in San Francisco and in Asia in Shanghai Seoul Korea Tokyo Japan and lately the last one was the latest one was in in London in May if I'm not mistaking Oh June and so it's the goal again is to to meet with the community so here's the here's a shot of the one we didn't have in Shanghai it's 450 people and it's a lot of people actually when you look at when you stand up there and it's a it was it was a blast like Shanghai was a blast but Tokyo was a blast as well Sal was a blast actually we there are users of substance all over the all over the world and meeting these guys is always always a pleasure it's also a matter for us to have awesome speak like Jalan shoe from China here on the right is the author obviously of that piece here but of many more and you've seen his work and pretty sure on outstation he's this I mean his level is stellar he's one of the best 3d artists I've seen in my life period and we were very fortunate to have him talk at the substance days Shanghai a few months back also on the left you have glow : G from Sony Santa Monica one of the best again 3d artists in the world period sculptor and texture artist and Josh Lynch one of the most advanced substance designer users out there as well so that was photo Kia for instance and but there have been many many more speakers you will you will see some today as well alright so speaking of the community I cannot resist every time I do a substance day keynote I cannot resist you just browse through a few images of creations from the community of substance users and it can span from everything like realistic or not in realistic whatever the theme whatever the the technique this is very important actually this one is one of my favorite because it's not realistic it's not full of real it's not the intent here in ten years to create something that makes that conveys something but not through technical details like the quality of the materials themselves like the quality meaning the proximity of between materials digital materials and real materials here it's a it's a way more cartoonish but it is the case here as well I love link here but yeah I we we enjoy so much like browsing our station and Behance and all these sites sketchfab as well to see how the creations are far of our users so it's a it's made mostly I mean it's it's great feeling obviously this is interesting it's a it's a it's a piece that is entirely procedural and Nicola damaged enough is really important for us these days and you will see why also it's been like testing out substan Alchemist project alchemist sorry it's not a product yet but project Alchemist for us and have deeply this this work for instance also is like perfect nothing to say about like the quality of this wood it's been aged and well it brew sell made made not some job here anyway Pauline were two as well he's one of the leading substance designer artists out there these days I think what she's producing is worth worth looking at really anyway so just browsing through incredible piece of art also we can stumble upon like stuff like Jonathan Inu who's an artist at Ubisoft and and does that on the only spare spare time and this is entirely procedural there is no geometry there again here it's entirely procedural so they use only substance designer to produce all these leaves all the stones all the little wood elements the moss and the mix thereof so it's a really impressive very impressive to see here again the same idea no geometry like basically on this thing you have two triangles and the rest is coming from the height map the normal map albedo I mean base color map and roughness and Maytag etc it's all coming from the textures and all these textures has been I've been procedurally generated which means that he can generate variations of that given texture very quickly that as well it's entirely procedural it's actually a joy to just like try to try to guess what's what's going on there a lot is going on but the first time I saw going going back a bit sorry was the first time I saw this I mean one of the pieces from Jonathan I did not realize it was like entirely pursued also was that okay it's good but it's not like yeah okay the gold is looking good but I didn't get the fact that not only the goal was made procedurally but everything like ever shape it was a it was a crazy a good example is and one of the masters at that game isn't Daniel Tiger again like that thing is actually built on top of a very simple piece of geometry right so again one more example from Daniel so you can see that there is some kind of a fuzzy line between textures and models and shapes and we're very happy to see a people like exploring these uncharted territories this is impressive this as well this is this has been made it's not I mean these are posters but these are I've been made with substances I and the proof is here like Nicola again Nicola damaged enough I wasn't talking about earlier he made this he must be mad to some degree but the good man you know right so impressive and and crazy at the same time anyway more classical I would say would be this use of substance for textures again materials again but not so classical in what we call a algorithmic new the new markets like industrial design architecture visual effects and this these are good examples of how to use materials not to produce like aged rusted materials that pristine pristine materials that well are super important in the design process of a shoe or whatever product you're creating really because that without the materials that vans whether the materials wouldn't be the same right you wouldn't have the same feeling of that part or the fabric the plastic etc so this is this this implied creating materials first and potential using substance sauce modify what you can find a substance sauce and coming up with with the result you want this is a rendering I love it Sam is one of amazing artists and this is all texture using substance so beautiful work beautiful work and that again like in that case that the goal is photo photo realism and they are pretty good at achieving something for the real in that case I like it as much fear here although I'm not a fan of cinnamon by the way I have to say and I yeah anyway good environments awesome environments awesome images so - or in order to sell your project your new house or it's it's important to feel also the materials themselves right so you have to if you can do something like this your your you feel better also people just use I mean the materials can sometime play a very central role in some productions this video here is season 101 his centered around materials is that it raucous man you get the idea so you don't know the end you have to you have to do it to find it but anyway that's a these are good examples of just people producing this type of art and it's relying a lot on materials obviously interior car interiors as well environments and nuts a real photo real that's a real whatever all the users we we have can produce like very very stuff also this is a good example of photogrammetry based workflow and all the inputs you get from I mean all the outputs you get from a photogrametry dedicated tool you can process them inside of substance and produce produces results also I like this it's a crazy in a different way but it's awesome it's awesome and it's all materials don't emit substance anyway so we don't forget one thing which is sorry which is also I've been showing that the work from the community but you know we're coming from the game development I mean the first client the first user is the substance are have been game developers and so I wanted to show you a show real quick show real of all the productions I mean not all but the latest ones done with substance in games [Music] [Applause] [Music] [Music] [Applause] all right always a pleasure to see that and all these names and all these games being done with substance so it's a it's a real pleasure and always a pleasure to show it I don't know about you but I enjoy it really seeing that from here and anyway so interestingly also I was mentioning of these new markets that we're going after or coming to us actually to ask for for substance we see more and more use of substance in visual effects visual effects and and good example is Pacific Rim uprising here and we'll have a talk this afternoon by the Dean xre about how the how mark Allison who should be maybe in the room used substance designer to actually produce a large amount of textures for some of the jaegers in in the movie so again super proud super proud to see that kind of usage and if we start to actually list Triple A movies let's color them this way who have been for which some of the VFX has been done using substance it's it's growing very very fast and so that's a that's good to the witness as well and actually when we made the math just the math the pure math like number of TechNet life since is substance if you combine designer a painter and all our tool set the whole tool set is actually number one in VFX animation we're number one in terms of number of licenses it's we would realize this actually not so long ago we're like oh but wait a minute but so it's a it's it's good all right architecture as well and lots of more and more usage of not only substance about real time techniques over all right you see a lot of unreal unity and substance with that industrial design I was mentioning this all these products again you want to you want to create pristine materials but they be look as realistic as possible you can you need to feel the materials if I look at that image I know how I mean how this fabric we'll feel under my under my my fingers so pieces like this as well and obviously more more pieces together combined gives you this lately also we've seen we've been very happy to see out alpine or out pin I don't know how to pronounce it in English actually it's a French thing but doing designs with with substance again so interior car interiors like also this car seat bye Felicia and like the level of the level of details you need to put into and to these materials is extreme anyway the list is growing fast as well I'm super proud of some of these names in there obviously let's say now so I can say it all the time but I'm very proud to have these guys here all right and all the others are great as well and it's interesting to see how much use of real time techniques computer-generated imagery and substance is being made by these by these companies alright so I want to talk a bit about the products and lately we've been working a lot on substance sauce and producing more and more content more materials speaking of materials we've been pushing hard on fabrics so if you go in substance sauce now you will see a lot lots of different fabrics that you can tweak again to slightly modify make them your own customized like this leather for instance it can be stitched this way or painted that way if you carefully I mean I did that yesterday if you for instance focus on that guy here it doesn't move right why it moves like slightly because it's the same leather actually but it's been colored in a different way it's been stitched in a different way as well so this is the type of parameter ization you can you can get access to using substances substance for metric textures overall also if they we've been pushing a lot on automotive maybe you've seen the automotive drops and that we've done interior exterior we even created a car just to be able to apply these materials onto them onto it and and do showcases will see that car later today all these material car paints obviously but also like these reflectors that light and etc all proceed roll by the way again so that means you can you can customize them to make them your own and apply them also this clay material was super important to actually do something like this which is like the digital equivalent of clay modeling and clay working play for for automotive and this is the car this is the ex town and we used that car too yeah trial things and so we've made a presentation of that car in London in the substance they later substances anyway so here is an example of what I was mentioning this parameterize of parametric textures in materials so if you apply substances the substances you can find on substance sauce on this very simple shape you can obtain the tire like material but also the rim and the rim being super Prometric itself you can explore many variations of that that given a texture and so one thing I want to show you now which is not released yet it's something that will help actually browse substances and get a better understanding of all the parameters that that come with a given a given material so this I will leave it to to Jeremy for a few minutes this is a demo of something we are adding currently to a certain soil so you when you browse certain source you will be able to tweak the parameters you see on the right here you have a list of parameters for that given material you will be able to tweak them through the browser and explore the parameter space from the browser so Jenny can you can you shoot out can we switch to the other computer please there you go all right my mic working nope yep yep all right so yeah until now source you had access to you a free leave you and and to view the different settings you could apply in a material all you had access to you it was big few bunch of preset so we'll just give you an idea of what the material would look like in different different conditions but it wasn't a way to actually see the whole range of parameters that you could play with and sometimes some of those substances have 20-30 parameters so now we have a cloud free player it allows us to you look at the textures in real time and kind of tweak this texture to ricci each parameters um what it's doing I can have some color variations here I can have more or less of the broken tiles you can see it's pretty fast we can have generated in the lower resolution and as soon as it's ready we get to like a higher resolution so you can really see the whole range of parameters for each for each material same thing for this one here this one is two bits it's pretty fast pretty cool to see um different parameters you can apply on these substances what's happening here is the what's going on is that we're using the sketchfab viewer here and when we play with the parameters what it does is sends a new value or value set of values to a server and the server in that case you see it's a region USA so it's in Portland Oregon in that case but it could be everywhere in the world it sends all these new data and on the server our engine substance engine is actually recomputing all the outputs in 512 like resolution low resolution so that when you would when you tweak you actually see the resolution going down can you show that yeah and when you tweak you see the resolution go down so that you can actually get a sense for the the impact of that tweak and then when you release it's actually computing the whole 2k or 4k or whatever set of bitmaps outputs then not getting your downloaded and applied onto this object again right so it's using the server to to actually come up with these variations so you don't need a beefy computer to do that you can do that on a on an iPad or a small computer and just still browse the of a given a given material so that's a something that will come later later this year hopefully in a few few weeks and that will that will give the opportunity to substance use a substance sauce user to get a better sense of what they are actually downloading right thank you so can we switch to my computer again so speaking of products I will talk about the the products that we released lately very quickly maybe you don't know but we just released a new version of the substance plugin for 3ds max it can do more things it's more stable it's it's working better and so it's very very happy to have it out now and you can see here it's a you can keyframe parameters so that's that's opening up new opportunities again to to be creative with your with your materials and it works with most of the runners out there so in that case I think it was V array also substance designers summer update has been released a few weeks back and this includes a new revamped UI and UX so you can see it here it has like very important features like nodes alignments which for crazy people I say crazy all the time by the way I realized but many anyway this is important for some people including me by the way I have to admit all right and bakers are way faster now almost 5 times faster this is this is the bakers before and now this is a summer release of substance designer and it's it's going super fast also very creative stuff like reaction diffusion algorithms are available etc etc so you have a bunch of new features in substance designer in this new release I invite you to take a look at them also we released substance painter a few days ago summer edition and this one also includes many new features are of interest olympic support for import so that we can have a especially cameras super important to import cameras we have we go both ways for gltf let's say you want sketchfab browsing this thing and you want to open it in certain painter you can do it now and export again the GL GL tfor file so that's it has to be done also new controls for the projection i mean new gizmos for projections super super handy to control what you're doing and the biggie maybe was subsurface scattering support in the real-time viewport and in a painting viewport so that you can see what you're actually see what you're doing when you paint a character that was was super important so super proud to to have this to add this out now alright so i invite you to get to see it if you if you don't you know if you don't have it yet so it's time now to talk about stuff that is not out yet again and i will start with this thing that is i mean will be presented this this week it's actually a link between substance painter and random inform aria but the new link actually that we did that algorithmic labs and Davide this re who joined recently and and Francois born they produce the thing to to have this this workflow that is a way more efficient now so let's say you you activate the the link now choose whatever resolution you want to work with and then when you do magnification now in substance painter you actually see them propagate very very quickly into Maya and random and so this is random on 22 which is super fast and you can see I mean in terms of you look def it is it is really really efficient by the way this Hank model has been scanned just for fun and yeah that's that's something that we are working on like this new live link technology superfast so that it will it will we will improve all of our live links between all like third applications and memories the 30 renders in the in in the future also something new and that we're super proud of actually we realized and we're suffering like you guys with all these messages if you don't have the right version for this file and or a new version is coming out now so how to update that and how to make sure you can control the versions you have etc etc so we figured okay let's do launcher and it's called project trebuchet and that won't be the name but we couldn't resist doing this meme and actually that guy here is the author of the meme yeah you Johnny don't pretend you're not okay alright so let's do a quick demo of damn thing called project trebuchet and it will be I hope you like it but it should be fairly useful in usage alright so yeah now we have protector Bechet here that you can find in the taskbar and you can use it to just loan sure your substance tools and you can also open it and see a whole bunch of information that you can gather with all the latest events and blog posts that we've been there we've been posting on our website and for each tool you have a tab here where you can of course launch the latest version find tutorials again latest news about new release you also have access to all previous versions here so you can install whatever version he needs and you have that for substance painter substance designer soon project alchemist will be ready and you also have access to substance source right here and substance and carry me to find tutorials in the future we plan on adding other other content for this such as accessing all our integrations which right now are a little difficult to find on the website for all the 40 my 3ds max all will be accessible here you'll be able to have the latest version every time so it should just be a nice hug for everything substance on your computer can we switch back thank you yeah so that will be out when he's ready so we don't know when exactly but later layers here obviously very very soon now yeah super super practical alright can we switch back yes sorry yeah we want you to something no just need to switch back here I switched back to my computer again sorry about that just to see the meme again yeah here you go Drake Canadian right so all right let's talk about this guy project alchemist so today we promised we would do will be doing a first demo of the tool so we will be doing a first name of the tool obviously the tool is not ready to be released but if we go slow with the mouse it's okay it's no I mean it's a it's taking great shape it's awesome so project okay miss there's a few few words about it Before we jump into the demo as a as a reminder it's a new standalone product that will come as a new standalone product in the substance ecosystem and it's dedicated to digital material creation but what we call augmented digital material creation and what we in here by what we want to say by augmenting is a mix of techniques and the techniques that are useful to the artists and the digital materials creators more than only one thing or one or two things that does so the new the new I mean the new biggie here being AI obviously we wanted to to see how AI could be useful to artists and to designers and turns out it is it is useful it's not replacing artists and designers at least not for now and I don't see that in a very I mean the foreseeable future but still there are tools that we can use as tools again and the power and the beauty of this comes with like the mix of all these techniques like for example substance designer you can do literally you can procedurally create all these things I've shown you at the beginning of the talk but at the same time you if you're not like into doing everything procedurally you can mix versatile techniques and scanned data and produce something that is good right the output in being on the only the only important thing and if you want to finish by hand if you want to make sure that it looks exactly the way you want you can have the tools that allow you to do so substance Alchemist is here to be a streamlined I mean a tool that is here to help streamline the creation management exploration of digital materials and so before we go and jump into the demo I want to to say thank you to all the super alpha testers we've been able to use it and give us feedback including Nicole Adams enough I've been mentioning a lot so these are materials have been he's created using only one image you will show you the process and doing variations very quickly different variations of that given material will show you how mixing materials together to obtain crazy interesting things not in front of real things as well there is no limitation in what you can do again but also Victor fascia and Alexander Martin I've been able to produce a lot of content and interesting stuff and give us some feedback so thanks to them and now we can jump into the into the demo I guess right time for the demo all right all right does exist it is here all right Sebastian say it's very early so the demo should go smoothly if it doesn't please bear with us it should be fine all right so um so you can do it you can do a lot of different things Alchemist and it's the first time I'm on here it's called explore and it's real a way to kind of manage all your substances and you can create libraries and collections and the same way as you can in the in the in the old substance player you can also kind of tweak around the substances and how they work so people for this substance here I have been to presets so I can easily just switch to three different presets but then I can also select other materials see the presets and also see the tweaks that are associated with these with these materials I have one here that's actually based on them on scan data and this one for example is entirely procedural in this case we have offsetting a lot of parameters we can play with and again I can just like you could in them in the player before or in the cloud play or I can kind of adjust all the settings and gonna play around with the material what I'm happy when we were setting I can actually go back to my preset and maybe save that as a different one maybe just change a random seed a little bit and so I maybe change the color of this Cole Brown there and then I can go here and I'm just create a preset haven't you presented my substance and I can also just save that preset into my collection if I want to access it later when I'm working on other stuff in alchemists so know what I'll do actually is I'll switch to the inspire tab and I'm gonna grab that same same material I have here and say that is my material in which I want to create variations from and you see here we now have a color extraction mode over here and I have a bunch of different settings I can play with here I'll explain a little bit about them later and I'll go is I'll go over here in my grounds and look for inspiration and here I've been shove a bunch of images that I can use to change the look of my of my material and so I can easily just grab one of these which I can drop it here and as I do that it will create a new version of my of my substance based on the colors that we extracted here then I can readjust this if I want for example to extract more colors in this case all these colors are kind of similar but if I take something else like this here we'll just create another variation again it will just adapt all these different colors to my input so it's very cool to be able to have these materials that have all these settings instead of going manually and edit the settings to find what you're looking for you can just get a concept art or a piece of photo just dragging off it here and the material can adapt as much as it can to that photo and we can do it on one material we can also do it on the whole collection of materials at the same time so these were the kind of an example on the grounds I also have a bunch of letters that I want to play play around with so I'm just gonna collapse these and go look for my letters here and I have a whole bunch here I'm just gonna important to you my library here in Alchemist and if I go back to my Explorer again I can just look at all these materials maybe I'm just you still be the displacement because these stitches are popping out a little more a little too much there we go and so I can just I can just um go around these and kind of appear on the settings again I want to have I have this letter I really like it I just want to create variations to fit with different um different patterns and different designs so what I'll do is I'll go in and grab a treat here you can clear my older variations here and I'll go grab some other some other inspiration I have here here and here I have inspiration images there are much more design oriented where I can again just gonna go for maybe two colors here because we basically have two different colors in this material so I'm just gonna extract on me too and first thing for though I'll take that lava bring it here and we'll get like a cool kind of black led there with some orange stitches do the same thing with that lipstick for example and then we'll get kind of that nice little flash color it's later with the pink ping stitches in this case it actually picked up the background because that that's what makes the most of the image but in this case what interests us is actually the color of the object that we took a picture of not the background so instead of doing the using representative which basically gives us the cars that are more present in them in the image I'm going to choose deepness and I will take the colors that are really more deep and have a little more saturation to it it will kind of discard the background so if I take deepness now I have something that really matches that object where I have that kind of fishy pink leather and I got my kind of dark stitch with the little green highlight on it so it really picks up the colors that we actually want in this in this image and so again we can do that on the whole collection if we want to so if instead of let's say I'm gonna create in you my collection here and I'm just gonna add a bunch of a bunch of letters in here too so these are all very different materials and what I'll do is I'll grab this and put it over here and it will create those variations for all my defense all my different letters at the same time so that's going to inspire the inspired part of substance II means we have again on all these different kind of areas of the tool I'm going to show what we have here is kind of the beginning and we have a lot more kind of options and features and method for did you to improve that there are in the work that we can show yet but that's kind of the first first step here if you want to add anything anytime just feel free to alright so we did explore with inspiration will get inspire so now we're going to look at it creates at create part and so this is gonna be interested parts so we'll use grounds to for this product demonstration and the first thing I'll do is I'll just do folio so if those of you have used because material before it's a way to create material out of a simple photograph and so we kind of it's great a bit much material into alchemist and make it more streamlined and and increase the quality of the of the Brazil to forget so well I'll do is I'll just switch here my environment a little bit since we were looking at the ground so I'm just gonna take plane I'm going to switch my environment to to something a little more outdoorsy and switch my UV a little more displacements and that should be good so let's get my bitmap from here I'll just drag and drop it here and it will detect that it's an image that can use with bit much material so it will ultimately select it exactly okay um it will just generate my material hold too much displacement here a little bit there we go and so we already have a pretty cool material if I go here I can adjust all the settings and if I actually go it's a little more space we can see that with your normal map roughness high limit the diffusion everything is here for for material still there are some adjustment that we want to make the first one is if you look at the set of my textures here have some seems obviously just a photograph oh and the seams come from during the displacement that's because our height here has some very dark parts and some very light parts due to the image that we don't use it inputs so we just want to have something a little more just a little more uniform on the whole texture so I'll go over here in my stack and I have a bunch of filters that I can use for also two different purposes and the first thing I'm gonna use the equalizer and so the Ocoee would just take my height map and I'll do the channels and make sure that it will actually make make a good terrible map if I tell you the verb it's rain I won't have that these huge bumps over the place that that really messes up the tiling now we have a nice uniform height map we still have some some pretty nasty seams here because obviously we still still started from photograph so if we look here we still have the seams so what all do is I add a tiling filter here my telling and and I have a tightening texture the thing is by default we can crop that texture all too much so I'm just gonna adjust here where I'm cropping the texture and see it's updating in real time in the 3d view here and I can adjust it a little bit more and go and then I have a bunch of settings that I can play with you kind of change the way the Italian goes so you can see it can see you know the boundary of the tiling moving around in the Freeview and I'm just gonna here and that's it now we have attacking textures now if I look at that the final result here now we have pretty cool tiny material we watch all different channels the last thing I'm gonna do here is I'm gonna use the clone patch I just want to get rid of a little part that I may not like in this in this material so again I'll just use my list here for my clone patch tool and I'm gonna set up it's really the same way as you would use a clone tool in Photoshop or in substance painter I'm just gonna set up a point here and then I'm just gonna paint a little branch here there we go and so that way just again all the channels at the same time it's just updating that and now I got that branch here alright so we got a pretty cool material here yeah you the only thing is that I if you look at the material right now we started from a photo and you still look very much like a photo that was applied on the plane and that's because if I look at my base color we'll still have all that lighting information in there and and it looks fine when you just look at the image but if you have that that map in any um like real time or pre-rendered environments you want the lighting to come from the actual lighting of your scene and not from whatever photo you took whatever environment you were in when you took that photo and that's where our AI comes into play and so we developed a delight err that we actually trains we train a neural network on the source library and through thousands and thousands of materials and variation so they would detect how lighting works in in entrails and that will allow us to actually remove that that lighting so let's go for it let me take a few seconds and a few more and there we go and so if you look at the if you look at the at the elevator now if you look at the actual values of gel veto you'll see that we already didn't didn't remove any details all the details are still here but all the shadows there were kind of the macro micro shadows in the end and the larger shadows are pretty much gone and so it cancel gives that that fuzzy feeling on the map but it's free just because that's how I would look like if you just had like if like a flood of lights on the whole on the whole surface and that will gives us a much better results in 3d because now if you look here we get like some very strong shadows and if I activate this we get something that will that will look actually much more natural in any kind of lighting environments so if I can move the light around I'm gonna get something a little more from here there we go we look at all details but the lighting is gone from the image so now we have a material that we're happy with and we just want to save it in the library so I'm just gonna go here and save my stack to you my library I'm actually gonna create a collection first for my grounds go and save that to my that's gonna be my pebbles there we go so not I have a material I want to kind of improve that material to mix it with other materials and to add virtual data on top of it in different things so I'm gonna share my stack here and I'm going to clear that base material and just drag and drop this material in here so that will be my the base of my material layering and on top of it I just want to add another another material so I'm just gonna go in here and have that ground golf bunker chill I'm just gonna drag and drop in my viewport and it will give us after a few seconds I will kind of blend that same material with our original material doing is adding a procedural material on top of another one that is that has been built just before before us now but that means that all all the filters all the tweaks materials you can find on substance or substantiate yourself you can combine them there as well the engine is integrated obviously so here I have against the substance I also have a bunch of parameters I can play with that sends a little too flat so I'm just gonna switch it to you but after the rain setting it'll give me like a little I'm gonna bumpy bumpy sands and then I can adjust the height of the sands you have just depending on how much I want to I want to blend it so I made you something like this a little bit of sand here and then I can add some height modulation where I'm just gonna add some noise that that sent to make the look more natural or have some patches where there is more more sand and some others were there in tourism and so we're starting to have material that's a little more out it's still a little richer and a little more interesting the next thing I'll do I'll do is add some water to it it's a it that was actually taking on the beach so I will just add some water I'm gonna reduce a little bit amount of water we have them there it's a nice reflection I can add a little bit of dirt and dirt in the water something like this it's kind of like low tides and have beach grounds and then last thing I want to add is just a little bit of moss because we character that's too much moss it's too much so I'll do is settings moss color is gonna crazy so we're just gonna just okay yeah it's it's more algae that we want like this and then it can kind of spread it a little more having kind of sit on top of these rocks there we go and now we have a new material and again I can go in and kind of save my stack to my grand collection and this is gonna be buying the bull beach now there we go so that's kind of part of the creates to created the create part of alchemy we can layer materials effects and this list is just the default list we have right now you can add your any custom material any custom filter you make some of these filters like the AI stuff is actually not a substance filter it's really just a C++ filter and will have an API that allows you to bring in your own C++ filters and your own ai filters in there so we expect it we expect the range of things you can do with it tube tube explodes after the release yeah it's very important to you yeah to mention this it's an open platform this API for plugins has is something that is very important for this tool and we've been working for instance we've been working with Nvidia on integrating some of their technologies as a plugin it was a super res thing and that is currently being tested out that is an example but anyone with capable of producing filters in C++ will be able to do it and you will I mean using substance designer won't be the only option anymore you will be able to do your own C++ filters as well there's one thing I wanted you to do oh there's actually nother thing I'm gonna do before that okay all the your demo please alright so let me just switch here really quick to you I'm gonna get that rounded cylinder shape here and what I'll do is I have my base material here I'll just bring a custom filter so let me add no more and here I'm just gonna add another map so let's go at this one here so this is just a normal map that's from from substance an old substance that we had built internally and right then we have a normal map and we also have a height map and the height map was actually built from the normal map using our Heights normal our normal to height filters that we have in substance designer and that's the kind of results that's the kind of results you'll get from from add a filter and for hard surface stuff I mean it works for like organic stuff how's your face stuff the issue is that you're gonna get a lot of distortion because that that's just the state of the art today is just generating a height from an old map it's just very hard and so you get a lot of distortions and issues were those things that were on my normal map here this little holes in my normal map should be very subtle but when generate the height from it it gets it's extremely strong and so we did is we also created a pretty cool filter that allows us to generate the height from a normal map in a very very precise way and it works every time no matter the material so if I use this you see that the height we get from it is actually much much closer to an actual baked of geometry that it is from that it is from just the processed image you don't see it back there and the funny thing is that is actually filming like it would film is its kid so yeah it gives you I mean we try we tried in on different things and we tried it on on baked meshes and on scan materials and the result we get are so close to the original geometry it's really really cool so I'll try it on and on there another material here typically this one you can see like the result that substance designer gives us is horrible because that's just very flat surfaces very sharp edges it's super hard to do anything with that we've a normal map like this to create a height map no it's very clean the height we get from from certain designers is pretty horrible and if we use our filter here we get something that is super clean and if you look at the displacement here it's it's almost perfect compared to this placement where we had useful when you I mean scan object you get usually you get so getting a very very good height map from that is actually doable now cool thing is that it's also it's also very fast if I may add some just something very simple here I'm just adding some processing rocks and in the creases here you can see I think cuz I can and as you see like the the height map we get from substance generates all over the place because it doesn't it doesn't really look like anything but if I use the if I use the normal to Heights I get a height map that that actually makes sense and I can can go in and tweak this and add more if I want you I can add that all over the place it's not going to disrupt disrupt the other heightmap rounded and that means you can really layer stuff on top of it and our normal underneath is our height map and if it just stays perfectly flat and perfectly smooth and it's real-time as you can see it's the same as drinking your substance all right so last last part demo so let me just set up a few things for this I'm gonna go back to you our leathers so let's go here we're gonna bring a spell just a mesh here so you can see the letters a little better actually let's try let's surround this fear first um I'm gonna switch our UV over here we're gonna stay in 2k and reduce the displacement because the spaceman lizards always a little too much and it's it's a real life example yeah you have something to do alright so we'll use use this letter over here yeah so it's gonna create modes and we'll bring in our letter over here oops my bad all right so I have my leather first thing I'll do is add some stitches to that later so I'm poured custom filter and and the way that the stitches were actually built in those materials we can actually bring in a custom filter to to customize the stitches here very quick so I can go here and kind of change to patent the stitches so if I want to square a line or maybe I wanna diamonds stitch and then I can kind of switch the amount of stitches I have and the position of the stitches and you can really I mean there's like tons of primes I'm not gonna go for all of it but you can really customize that stitch you look exactly what you're actually trying to trying to create so again she was trading this mix of parametric textures the stitches and scanned data and yeah there is one filter we wanted to try yeah so let's try to do that that's the part we haven't rehearsed yet so all right that's gonna be my never yet so alright so I'm just gonna clear all that stuff bringing my leather over here and these case which is gonna go with a representative and I don't care about my pink leather and we're gonna bring a different kind of reference here let's get let's go with this one we had to alright we're gonna bring this and just gonna extract us some colors and now we have a nice kind of and there we go and then we have a nice kind of France team France soccer team themed leather but obviously something's missing obviously something's missing so we're gonna save it in our library and go back to create here my static I'm gonna bring on you you cool leather in here and we're gonna add a custom filter here so we destroyed the fire it's all completely open that custom filter has been done by your own like a few hours ago and it's been done in substance designer okay so very quickly you can add your own filters in there right I can go here actually in comes your own help me hit a pro I can paste in it oh no all right so we're here and I'll do it again for my custom filter emboss and [Music] how do i position it you know see where he's at Jerome it's not good all right it's all right I'm just gonna remove this digit remove this we're gonna do it without the stitches all right so we'll go back to inspire that's why we rehearse and instead of using this one I'm gonna use this material coughing that's pretty fast to generate other actually can use the the one I have in my library over here which for jokes usually all right there we go we ever live there let's go back to create I'm gonna bring back our material and then we're gonna bring back our and let's filter and I can just little tweak [Applause] okay yeah I'm a soccer fan so I have to admit so I asked for that last-minute change alright so going back to my slides now hey thank you so you've seen this first demo ever of such a project Alchemist and thanks Jeremy didn't crash work almost perfectly and I mean it's interesting like what I want you to do with these two star things is basically like push the thing at the very little last minute because first I like to take risks and second it's real life right you have to make changes all the time so being able to very quickly eat it right on the filter and on the thing you do instead of Alchemist it actually shows how practical it can be and so these inspirations actually I'm showing now I've been one of the most liked feature of project Alchemist by the beta testers because you can go very fast like explore variations and in colors and you can have like good mood books and go from there right anyway so and create all these variations very quickly anyway so that's it for the first that keynote I will say a few a few more words first about the program for the day so you will hear but just before break we're good on time so that's okay so then Wes will be doing an in-depth demo of substance designer and we'll be doing giving tips and tricks Jeremy here again will be this afternoon giving a demo of substance painter and the latest feature especially and then we'll have mark Olson from double- or Die knack for Pacific Rim uprising super super super proud to to have mark talk and do this do this demo how they've been using a substance form for the jaegers as I was mentioning also super proud to have the CTO of Tara in there atheria interactive Steven Phillips for the use of substance in a VR air experience and and at the end of the day we will reveal the winners of and the David and Diana a parallel creation contest that we launched install a few weeks a few months ago and then we can have a cocktail meet and greet there will be the fun part speaking of the experience the VR experience from Thea here is a screenshot of it so it's all real time instant VR and he will be talking about it so I don't want to show you too much now but they will be on booth 429 the star VR booth and it turns out this booth is actually just in front of our own booth and as soon as you see people in suits that's our booth and they're just in front of us right anyway thank you again wanted to say super super happy to have you today more more demos will come after we will be around anyway if you're like us we're a high ring and I I present this is the slide I'm using I've been using for like the last two years or so every time I talk because we're hiring all the time and not all the time it not a lot anyway so if you're interested being us and yeah thank you again [Applause] [Music] [Applause] [Music]
Info
Channel: Adobe Substance 3D
Views: 51,399
Rating: undefined out of 5
Keywords: Substance, Substance Painter, Substance Live, Substance Designer, Sustance Source, texturing, texture, textures, ndo, ddo, quixel suite, megascans, painting, unreal engine, unity, pbr, physically based rendering, mapping, 3d art, materials, procedural, blender, generation, mari, the foundry, autodesk, maya, Allegorithmic, Alchemist, Substance alchemist
Id: hlAxkJGeAT0
Channel Id: undefined
Length: 68min 5sec (4085 seconds)
Published: Mon Aug 13 2018
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.