Using Substance Materials in Unreal Engine | Adobe Substance 3D

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[Music] in this video we're going to take a look at how you can use substance materials directly inside unreal engine using the new substance for unreal plugin you can grab the plugin directly from the marketplace and install to engine this new plugin has been written from the ground up and now supports unreal engine 5. once you've installed the plugin you simply need to enable it for your project so here i'll come over to edit and choose plugins and in the search we'll just do a search here for substance and here you can see that i have the substance plugin enabled now that i have everything set up we can walk through the process of importing substance materials and applying them to objects in our scene the model you see here was created using substance modeler i exported the scene to a usd and imported that into my level i didn't create uvs for this asset so we're going to use the new triplanar template in the substance plugin to texture the asset i need to download some substance materials that i want to use in this scene so here at the top of the ui you can see that i have this substance 3d menu if i click this button here you can see that i have links that's going to take me to the substance 3d assets website as well as the substance 3d community assets website let's check out the community site first from the community site you can download materials created by the substance community all assets are free to use in your projects and it's a great resource for getting started the 3d asset site is our curated collection of materials and models and it's part of the substance 3d collection ok let's get to some materials i'm going to do a search for rotten wood here is the material i'd like to use and i can click on it to get more information and download the material the sbs ar file can be loaded via the substance unreal plugin now i'm going to import the substance material that i just downloaded so here in my content browser i will right click and choose import to game and here's the sps ar file that i'm going to use so i'll click open and now you can see that we are presented with the substance import options here's where i can set a name for the substance instance as well as the name for the material that will be generated now it's going to generate a material because i have the create material option enabled which is on by default and this allows us to select what material template that we want to use now we have substance default you can also choose custom which allows you to search for a parent material that you've previously created but in my case here we're going to use substance default and now we have this drop down which allows me to choose which template i want to use so by default we have the standard option which is great for assets that already have uvs and the material instance is going to give you some options to be able to tile those uvs the one that i'm going to use in this particular tutorial is the tri-planar template which is new to the substance plugin this is going to use tri-planar projection which is perfect for my asset which doesn't really have any uvs okay so now that i have all this set up i'm going to click import and here you can see that we have a series of texture maps that are generated we have the substance instance which is the graph instance we have the instance factory more on that a little later and then finally here we have the material instance now to apply the substance material i'm just going to grab the instance material and then just place it here onto an asset in my scene so now we have this material applied now i need to make some adjustments here so i'm just going to double click the material instance to access the material properties here let me move my screen over here so since we're using the try planar template you'll see that we have options here to control the position offset on the x y and z axes as well as the rotation offset here we have some controls for the projection if we want to have this actually be world aligned and then here we have options for our scale now as you can see i definitely need to adjust the overall scale so i'm going to use this new option that we have called use physical size and then i'm just going to enable the option here now you can see that i start to get an adjustment based on the physical size of the objects applied to now in my case i need to make a few tweaks here because i didn't actually import the object in at the correct scale that's a big point about using physical size you want to make sure that you're working at real-world scale but no problem the plugin allows me to change the physical size now the only thing you need to actually change is just the value on the x and y so i'm just going to go into here and set some values i'm going to go with something like 400 by 500. so this is basically setting up the size correctly however i do need to adjust my rotation and we can do that here using the rotation offset so here i'll enable rotation offset and now i just need to simply make some changes here so i'm going to set a value for 90 on the x and then also a value for 90 on the y now the z i can leave at 0 because that's basically projecting here from the top down and so now you can see using this tri planar projection i have mapped this substance material here to this asset in my scene as you can see the tri-planar material instance that was created by the plug-in gives me the controls to work with the overall offset rotation and projection and so on all right so now that we have this set up we'll click save and i'll just go ahead and close the material instance now one thing i want to mention is that by default this tri planar projection is in local space so if i actually move the object you can see that the textures are basically still applied correctly so if i jump back here to that material instance and i want to use something like world align i can enable it here so now with world align applied you can see that the textures are projected in world space okay let's undo that let's go back and turn off that world align so now that i have everything set up here in my scene i can actually start to go in and play around with these substance parameters itself and so to do that i'll come back here to the content browser and i'm going to want to double click on the substance graph instance so double click here and you can see that now we have a set of parameters for adjusting the substance material itself number one we have an output size so we can actually change the output size i can go all the way up to 8k if i like in this case here since i'm repeating this i'm just going to leave it at 10 24. but i can go in and make some changes to things like the color so i have the rotten area mount i'm going to go ahead and just play around with this so you can see i can make some adjustments here to the substance material and the parameter changes update in real time here let's go over to the color and just make a few changes as well maybe i'll just slightly i'm going to lighten this just a little bit so i'll go ahead and save the parameter changes and close this window and as you can see we now have applied this material if i want to apply this elsewhere inside of the scene i can simply just drag and drop and apply it let's take a look here at the boards that are on top here of the dock so i'll just frame up my scene let's grab the material left click drag and drop and apply it here onto another asset now in this particular case i can see that well the projection is not in the correct angle for what i want for this particular asset again i'm projecting these textures using tri-planar projection now what i'd like to do is create a new instance of this material and i can do that by just coming over here to the instance factory right click and we have some actions here for the particular substance such as i can re-import i can delete with instances and outputs so if i need to delete this and finally i can have the option here to create a graph instance this is exactly what i want to do so let's use this option so you'll see that it basically is going to do another reimport it auto renames but if i want i can make a change here to the rename of this instance that's going to be created as well as the material like i said in this case i'm just going to leave everything at default i'll click import and now you can see here in my content browser a new set of textures is generated and a new material instance so now what i'll do is just left click and drag and drop and place this here on the board so i can see that i've already made a mistake i've used that standard default template this object doesn't have uv so we don't see anything so what i can do is come over here to the substance graph instance that i just created i'd like to get rid of this so i'm just going to right click and choose to delete with outputs so that's going to go ahead and get rid of the actual substance graph instance as well as the textures that were generated now i still have this material instances left over so i can delete that as well so that's how you can remove substance graph instances if you need to okay let's do this one more time we'll come over here to the instance factory right click create a graph instance and this time i want to make sure that i'm using the try planar template so with this all set now we'll click import so again my textures are generated i have a new instance material i can work with and i'll left click and drag and drop and place this here onto the board okay with tri planer projection we're now seeing something happening here the reason why i'm creating this new instance is because number one i want to change my projection settings and number two i also want to change and vary the substance parameters and the substance plugin is allowing me or helping me to manage my texture variation from the single substance material by creating multiple instances all right let's jump into the material really quick and let's go ahead and select our physical size i'm going to use the same physical size so i'll set this back to let's say 400 by 500 actually i'm going to switch this to 600 by 600 i think that's giving me a better result and you know right off the bat the rotation and positions looking okay however on this side i think i'd like to change the rotation offset as you can see here with the rotation manipulator i just want to rotate this around the z axis so let's come over to the rotation offset set my z-axis to 90 and there you go that'll set the projection correctly for that z-axis all right let's go ahead and save this close it down and take a look here at what we have so we have the projection set up i think what i'd like to do now like i said is vary some of the substance properties so now let's come over here to that rotten wood instance 1 and we'll double click i can change the resolution if i want to but like i said here's where i can go in and just start to make some some changes here so i think i'm just going to brighten this slightly we'll click ok and let's play around again with that rotten area parameter so let's take a look at what we get here there we go made a few changes quickly here to the texture and i'll click save and close the window all right so now i have this material set in place i know that it's going to be correctly aligned with all of the boards that i have in the scene so now i can just simply take this instance and just drag and drop it here onto the other boards like you see here so now i'd like to take a look at some additional use cases for the substance plug-in so here you can see that i have some grime here on the pillar in this board and these are driven by decal actors so let's take a look at this material that i created here so you can see that i have a material that's just using a deferred decal material domain now the textures themselves are actually generated from the substance plug-in i can use substance textures in any material so for example if we take a look at this texture sample let's go browse for this in the content browser close this down and you can see here that this large grunge gradient dirt if we take a look here it is a substance texture we could go in and start to change these parameters to make changes to our material so here i have another example where i created a custom landscape material so let's take a look at the material and we'll browse over here to the section where i have all the maps so you can see i'm using a layered material i've imported several substance materials grab the generated textures and applied them here to my custom landscape using the make material attributes node so let's take a look at the substance properties i'll grab the texture let's just go browse here for the location and here you can see that i'm using this sand dunes coastal erosion so let's double click and take a look at our parameters here so if i wanted to go in and say make a change to something like the color here we'll grab this color and i can start to just change this up and you can see that it's just going to update the textures in real time here i am painting the substance materials on the landscape using height blending in my landscape material the substance material allows me to quickly make material variations by authoring new versions of the textures all of the textures and materials for the shack and the landscape as well as the rocks were all generated by substance materials so the last thing i would like to mention is that if we come up here to edit and then go to our project settings there are a set of preferences you can check for the substance plugin so let's scroll down to the substance category we'll click here and now you can see that we have this set of preferences things that help control the overall memory budget as well as the type of engine do you want to use the substance gpu or cpu engine here we have the default resolution for when we import substances and finally here you can set a default material template okay so this will conclude this look at using the substance plugin in unreal you can find more information on the plugin in the substance documentation website thanks a lot for watching and i'll see you next time
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Channel: Adobe Substance 3D
Views: 53,236
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Keywords: 3D Creation Software, 3D Design, 3D Modeling, 3D Pros, 3D Workflow, 3D design, 3D painting, 3D support, Adobe CC, Adobe Substance 3D, Create 3D Textures, PBR, Physically based rendering, Scans, Substance 3D, Substance 3D Assets, Substance 3D Designer, Substance 3D Modeler, Substance 3D Painter, Substance 3D Sampler, Substance 3D Stager, Substance 3D Tutorial, how to use Substance 3D, materials
Id: ZhbCD-GuLJw
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Length: 13min 53sec (833 seconds)
Published: Mon Jun 13 2022
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