Texturing Characters in Substance Painter - Using Subsurface Scattering | Adobe Substance 3D

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[Music] let's talk about the additional maps other than the color map that we might need for rendering in outside engine or renderer one of those mounts is the SSS or the subsurface scattering map or the translucency map it's very easy to create in substance painter using one of the maps that we created before namely the thickness map so if you go to your texture settings you can see the thickness map at the very bottom we're going to use that map to create the SSS map so the first thing I'm going to do again is to create a folder so everything is in order there is no mess in our scene and then I'm going to create a black material as a base for our SSS Maps so basically everything that black is going to not scatter everything that's white is going to scatter so what we want to do now is create another layer on top of this which is white and use a mask to control where the whiteness appears so we want a fully white layer and we're going to create a mask using a bitmap which is our thickness map that was baked previously so now as you can see what we have is the opposite effect of what we want we want the ears to be white and the rest to be black so we have to invert this mask and in order to do that we go through the same process we did before with the curvature map we add levels to this mask and invert it and play around with the levels a bit more to get rid of all the whites in the areas that we don't want them so just increase the contrast in the map and make sure you have a nice fall off on the ears so they don't look too harsh either so I'm just basically trying things out see what I like you're not going to get a perfect effect obviously it's not that easy so we're going to have to paint out some of the undesired areas like the eyes and nose sometimes you can add some scattering to the nose but I'm going to use a harsh light in my render and I want only the ears to light up so I added a paint layer onto our mask paint modifier and now I'm just going to use black and white to paint out the areas that I don't want so I'm going to change my brush to something harder and just paint out the white where I don't want it to be so from the mouth and you can do it in the 2d view it's sometimes easier than the 3d view because 3d view some things might get obscured and you might not see what you're doing so I'm quitting just painting it out from the horn area I just want the ears basically to have the SSS on them that looks pretty good to think I'm going to get rid of it some of this and maybe change the fall of a little bit because it's still a bit too harsh in my view I want something softer so this nice great radiant I like that but I would like the tips of the ears to be harsher so I'm going to paint them in white using a softer brush so this is too hard I'm going to use the software white brush and just make the tips whiter so if there's more scattering in them that looks fairly decent I like that so now we can export this map as a color map so make sure you select a different folder than your regular color map so you don't overwrite it going just to export it and then we can test this map and the scattering feature in substance painter viewport so the first thing in order to get the scattering to work in substance painter viewport you have to go to your texture settings and in the channels that you have there make sure there is a scattering channel there you can see there isn't one now so you have to go to your the little plus and click that and add a scattering Channel and that will add a scattering channel in your material properties so now when I create a new material and go to the material properties just turning off all the other layers that I don't want so now I go to my pro material properties and turn everything off other than the scattering so alt click on the scattering Channel and the black and white slider will control the scattering for me another thing that has to be done first though is you have to go to the display settings and under the camera settings you can find and activate subsurface scattering option if you click that on now you can make the scattering visible so go back to your material and slide up the slider you can see with white everything is scattering light and with black there is no scattering at all so now we can test our map that we just created and see if that will do the same thing so I'm going to create a bitmap mask and add my scattering map that we just exported and now when I slide up the slider you can see it's scattering in the ears only if you want to add some more you have to change the black that we created into something a bit more grayish so we can add some levels to this mask to basically map the scattering in all the other parts if you want to see it more in the viewport so I'm just going to change the black slightly to something more gray in order for the scattering to appear in other areas as well so it's still stronger in the ears but now it will also be slightly visible everywhere else so if you go to your mask channel you can see it changing from back to the way so now we switch back to the material view and you can see the scattering is working quite nicely
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Channel: Adobe Substance 3D
Views: 68,696
Rating: undefined out of 5
Keywords: 3d art, 3d character art, Allegorithmic, Authoring, Games, Material, Offline, PBR, Paint, Painter, Physically based rendering, Real-time, Render, Sculpt, Substance, Substance Painter, VFX, animation, art, character artist, game art tutorial, game character art, hand painting, mapping, materials, painting, skin, texture, texture baking, textures, texturing, vfx tutorial, zbrush
Id: 20Af67BNcUE
Channel Id: undefined
Length: 8min 12sec (492 seconds)
Published: Fri Aug 23 2019
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