Transcripts
1. Introduction: Do you want to know how to make your own materials using
substituted designer? Then I welcome you to the next good education synopsis to the designer for beginners. My name is Shadi, and I'll be your instructor
for this course. In this course, we will learn substance to the designer
interface and navigation. Making complex shapes inside a software security designer. Making building
materials, making nature type materials using
softwares to the designer, making a fabric material using subsist through
the designer. Exporting as bizarre
and texture passes. How to optimize your graph
and render using MBTI. Even starts by knowing to stop sense to the designer,
UI and navigation. In chapter two, we will
start making materials by knowing how to make
basic and complex shapes. In chapter three, we will learn how to make building materials. In chapter four, we learn how to make nature type materials. Finally, in Chapter five, we're going to make
a fabric material. Biden love this course. You'll be able to work. It starts with 3D designer
and make various materials. This course is designed
to teach you how to be self-sufficient
in making materials. This is a stalker
course for beginners. It designed to teach
you whatever you need to start using
successively designer. I expect you to have some
basic knowledgeable texturing. You should have substance
to the designer version 11.3 and evolve in a
starved your computer. Join me and they're
off to use stops as 3D designer and make
your own materials.
2. Download Project Files: Hi guys. In this video, I wanted to
talk a little bit about the project files and
using the project bonds. In this course, I prepare
the project files. Let me show you. You can download
them and using them. Project buys contains
export textures. The actual SPSS file. I can use them and
discovered them. And if you double-click it to open gain other screen they meet drag
and drop it here. That's going to see it's good
and optimize and labeled. So you can easily go
through each notes and each group's t. Where does it de fat thick also
contains a dependency. You have all the SVGs and also the mesh for trend
there, the fabric. That's it. Also tell you to go rates and let us know what they can do to improve ourselves
and manage better. For you. Let's go and learn sound. Substituted side.
3. Substance Designer navigation: Hey guys, and welcome
to this part. And this part we are
going to go over the navigation user-interface of the substance and 3D designer. As you can see, this stops
the designer and we haven't. Usual suspects up here. File, menu, Edit
until switch help. It's it's pretty much the
same as any software. Edit performance and
quite a few options. And blue Dad, we have new substance graph and new
substance modeling graph, the new feature MDL graph, that's going to make us Andean materials for re render engine. Also opening save
redo, undo button. Below that screen divided by
this plates, these panels. Those are Explorer library, 3D view to the view, and also graph view
and parameters. All right, let's go and
start new substance graph by clicking on the add new substance graph or
file new substance graph, we are not going to
cover modeling graph and MDL graph in this course. So let's go and click
stops the scarf. As you can see, we have quite
a few presets or templates, such as metallic roughness. Is it throughout p
with a roughness and coat at subsurface
scattering sheen. And those are pretty much same. They are different. They
have different outputs. You can create them by itself. And I'm going to use
empty as always. Create my outputs myself. So let's name our graph. First. Let's add a size, our texture size,
2048, it's good. And also relative to
parent in output format. It's going to tell a
substance designer to drive the notes based on or drugged size
of the node based on debts before the
ad or parents not. So let's go and hit. Okay. It's going to bring us to
this stage, this empty graph. We have unsaved package. This is our package
and this is our graph. Is going to see first prepare tea and package and property. Let's go and first of all, safety and graph. To save dad. Now the names are the same. So let's click Graph
and see what you have. Here. We have size. Indeed base parameters,
output format that define the depth
of the textures. If I change that absolute, I can change maybe
to 16 bits, 16 bits. And also pixel
size, exhilaration, square or stretched tightly mode that I'm going to leave
that in H and V tiling. Going to tie horizontal
and vertical. Also we have a random seed, not only in graph stage, also in every single
node inside a graph. So keep that in mind. After that we have and identifying their debts
name of the graph, and also label that names. And it's going to show in substance painter or
whatever software that you are using stuffs, material in type,
there's a new team. You can specify the
type of your material. I'm going to change that to
stand out material stops as painter can recognize
this material as standard material
or base material. We have ICANN does a
good habit and to render your material and also load that image at PNG
image inside here. After they're dead, you can have some description
category and your name, your maybe art string name, your portfolio name
tag, and so on. Also below that, we have
parameters that you are going to expose for
other users to use. And right now it's empty. So that's debt. Let's go and create
our first notes. Let me find a debts. When you're opening,
it stops us designer for the first time you see several notes or icons up here. Those are atomic nodes. The nodes. You will work them more often. And those are bitmap blend, blue, channel, Shofar curve, maybe directional
blur and so on. And also you have
control over the size. It's going to change the size of the entire graph each
time you changing debts. Also some alignment tools, vertical, horizontal,
and making it. Alright. Now let's go to
library site of the UI. In here you can find all the
asset that you need to start working with starts as
designers such as Dare to nodes and grunge
maps and generators. Generators and also
some gradients. Here. Blow that we have some
filters that we are going to use in discourse. And also material filters. Sum other filters. Functions that we are not
going to cover in this course. The VD view contains HDR
and Wyman's that you can use to light your scene
and also HDR tools that you. With this you'll be able to
create your own HDRI images. Also some pre-made
material substance team created and put it here to you. You can test the software or
even use dummy or predict. So those are free. And also substance modeling, debt we are not going
to cover and also MDS. How do I make material? Alright? First of all, you need to
learn how to make any knots. Designer. It's not
based software. And it's going to
vote by connecting nodes together and getting
results at the end. Test debt. You can load naughts by hitting space
and search for them. Or go to library and
drag and drop them. Or for atomic notes, you can grab them for on top. But the more efficient
way is the spacebar. Using space and search
for your notes. By default, the atomic nodes
is going to show here, but you can search for
notes such as maybe. Tile generator. And if I hit enter or
select the text editor, it's going to show
up in our graph. Lot of naughts have inputs and outputs on the output or input. So let me show you. If I search for uniform color, it's not going to
have any input cars, color generate or not. So It's going to generate
color and it doesn't have to, doesn't need to have
input, a connection. That's dad. So let's
go and find it. Outputs denote, as name says, it is the output naught. So it doesn't have to, doesn't need to have a
output and not just input. It's going to show
our output results. So let's go. And it then inside a
dump below the graph, we have 3D view. You can see that Q is the name
of the mesh default mesh. Opengl is the render engine
that we're using and 3D view, it's a name of the window. Inside 3D view. You can see the result
of your creations. So this is it important view. It contains some minium. So Let's embrace them. Scene, it's going to
contain some meshes, default measures such as maybe best and mesh is there under the cube
and at two tiled sphere. Maybe. That's well. Also some inner box. And also you can
select your mesh, go to a scene and save this state as current
default state. And also low default
save and so on. Also, you can see your UV. Yep. Beside that we have material. Material is a tricky one. So as you can see, by default, you have Adobe Standard Material defaulted with
desolation displacement. Means if you assign a material
with displacement height, it's going to show that in
here, IT actual displacement. But below that we have
products like collision. Let's anticipate debt by
summoning at tile generator. Drag and drop it
with a right-click. In this mesh, let me
switch to run the cube. Drag a drought with right-click. And it's going to
ask us what kind of export or output
your dragging, I'm going to tell is a height. We have height, but
we can't seek why. The cars we need to
have normal verb. So let's create another node at two normal or the space unit, connect the output to
input of the normal node. Right-click drag and
throughout the normal set. Now we can see material clearly. And as you can see, we have actual geometry. Displace ink. If I switch to
material, better looks. You can see d displacement, but if you see, it's not actually happening
on the surface of the mich. This fief is faster and goods of good for lover
and machines per deposit. The solution von, it's more. Inaccurate. Now, go and see the lights. We have some extra lights. Those are useless. Basically. If I enabled them. Maybe change the intensity. You see nothing is happening. All right, let's disable it. After that we have
camera settings. You have control over
the focal length. Something like this. And also some
impulse, the effects. Going over this
kind of things to after start building materials. Let's go to environment. If I go to environment, we have one option inside
OpenGL renderer only. It's going to be invisible. It can see our HDRI and
also rotation and exposure. If you want to change
the environment, lighting, you can go to 3D
view, HDRI Environment, and drag and drop off the HDI. Also. Let me find my M
by meant a folder. You can grab which DRIs throughout them inside
2D view is going to ask you what kind of
texture you dropping. You say HDRI. And it's going to
edit to the scene. I'm zooming by screwing
them all spot. You can zoom just like
Maya, Alt and right-click. Rotate with just click, left-click, and pan
with D, middle click. It's quite easy. Also
the same shortcuts in here. To review. Zoom and pan. If you zoom in real close, you can pan with middle button. And also if you
tap the space key, you can see or material
tie link infinitely. And also if a means focus, 3D or 2D view and
also in graph view. So that's that. Let's go and see the
displaced display. That doesn't contain
anything important, just wireframe and
some display options. In a render render menu, we have ability
to switch between OpenGL and Ira, Ira from media. So it's a GPU based rendering. If I switch to Ira, can see we have ray traced rendering inside
Substance Designer. If you go to material default, you can see the material menu. It's quite changed. Just click Edit. And as you can see, we have it. Miss the menu. I don't know, then
date fixing this mess. So now we need to
work with whatever we have ability to tie our texture. Maybe five times. A switching between of
engine and direct, normal. Some basic roughness,
base color, collusion, and normal scale
and displacement the scale. Let me add more
displacement scale. Alright, now if you
select the IRA, can go to scene idiots. In subdivision area. You have control over
your subdivision, switch debt to parametric. Add more stuff division
level to your mesh. We switch to OpenGL. Displacement. Stay there. So let's go back
to parameters and don't forget you have
ability to pin D panel. So let's dead. So let's go down and
developed a scale. Add more distillation factor. Good. Now that we created
displacement, black and white
displacement and also not Monument Lab out
of this displacement, we need to have some outputs. So let's go and create a output. To note, this two way
to create output, not one of them would be here. I'm showing you
create output node, go to attributes and
hit this plus button. And look for your output. Maybe Base Color, Control C. And copy in identifying
their labor. And it's going to be color. As you can see, it's colored. So let's go and hit Control
D to duplicate the node. Go and delete the scholar. Create heights, paste and name and label. Also. Create NADH one map, copy and pasting label. Let's go back and
change the color of space for the base
color to sRGB, height to linear or luminous, and also Norman to sRGB. Now let's load a
uniform color and change the color to
something like this. Connect your input
to your output and displace to the height
and normal to the normal. And look what
happens if I connect deep color input to
the colored output. And also grayscale or black and white color to the
black and white output, it's going to be grayed out. So now we have base
color and normal. All right-click it in graph and hit View output
intuitive view. Now we have yellowish color. This height, this normal. Another way to create outputs
is to use base material. So Saman, be Smith
area, and double-click. And choose your PBR workflow, specular blessedness
or metallic roughness. So I'm going to chose metallic roughness
and material preset. I'm going to use maybe gold. I'll so we have control over D. User *****, base color, normal, all the way
down, can enable them. If you enable this material, as against here, it's going
to create your inputs. Let me change the material
preset. Let's go into. Overwrite everything. So normal to normal, base color to base
color, height to height. Let's delete these outputs. And also we need to have ambient occlusion,
metallic roughness. So metallic roughness and
I'm inclusion are grayscale. So let's create uniform
color and choose Grayscale. Add a rough color. Hit Control D to duplicate
and make debt black. Substance designer
knows dead material. It's now at the mid-side EQ. So for the degradation
and you need to create ambient occlusion. Note HBO. Connect your height
to the input. Change the size, and connect that to,
I mean the collegial. This way. Substance Designer Chen. Make some fake shadows
for your scene. Click, paste material,
right-click, and let's go and
create output notes. It's going to ask create NADPH
for A1 connectors. Say No. Going to create your
outputs for you. Get to see the height. It's not all the way. Full range, so let's go and
fuller range to the height. So it's going to pass through. And now right-click View outputs these outwards to the view. Now let's change it is
degenerate or parameters. A CDA result in 3D view. Let's add more glossiness. There are Ping Di slider on roughness value,
little bit offset. Make a basic bass. Seek your basic. Alright. That's pretty much it. You will be more about
the substance designer. Next chapters. So let's go and start
building materials. I see you in next chapter.
4. Introduction to shape creation: Hey guys, and welcome to the second chapter
of this course. In this chapter,
I'm going to help you make your own shapes. So it doesn't matter what
kind of meconium making. You need to know how to
make your own shapes. And this is almost the important topic of the
stuff system designer, almost. I'm going to make
this one at first. Might seem really complicated, but don't worry, it just tied. You need to make only
one of these shapes. Alright, let us start making. First of all, we need
to have a graph. So start by going to File new substance glove
or just click this icon and maybe
give it a name. Ships. 2048. By 2048 is good. Relative to parent. Output format is good. Dad me. Yep. New package. That's good. And hit. Okay. You are working
with the grayscale value. We are starting with grayscale, then making the colors. So just double-click and the
graph, the substance graph, and go to base and parameters
and go to output format, changed it to absolute and
16 bit per channel display, you have enough
depth to forfeit. So let's go change the UI first. Let me grab this 2D
view and put it here. 3d view, maybe under
the 2D view or maybe it above. All right. A liability. Let's decade like dis and
explorer is there, it's good. All right, now, let me move
the parameters a little bit. Now we have enough space
to work for really wanting that you need
to keep in your mind is very clever and always
analyze your shapes. Shapes. It might complicate it. Look complicated at first. But as you can see, it has some 90 degree angles. Right here. Seeing a rectangle right here. Alright. And also in other shape curve like
maybe leaf or sung. And this actually
inverted to be this one. So these tools are similar. Let's go and start
making this inner part. First, two simple shapes. Let me size deep, pure ref, and put it here. For creating the
shapes you need to hit a space, simple, simple space. You have access to
all the nodes by, by default, you have
access to atomic notes. As you can see, Gradient Map, blend, bluer, and so on. But you can search, and then you're
searching for something, you're actually
searching in library. So let's go and hit space and search for
let me see, shape. This shape and naught
contains several shapes. Let me collapse this
base parameters. We don't need to see attribute and base parameters for now. And this thing here actually is the parameters
for the shapes. Cell can change the shapes by. Using this drop-down,
I'm going to use arrow key and look through shapes. And this one is nearly
bit leafy and look alike. This slide. Alright, let's
grab, let's save this one. Control D to duplicate
the shape naught, or simply grab another shape. Note, this time let's
go and grab a square. This is 2D view and V
are seeing the shapes. If I scaled it down, you can see the actual square. As you can see,
R-square is flats are lifting leafy leaf is
actually a gradient. So let's go and flat
distinct out by using node called
histogram scan. Going to select a position in this gradient or add
some contrast today. Now you have control
over the whole shape. As you can see. Look alike. This one. Let's go and blend
these two together. Space and look for blend or simply be enter space b Enter, it's going to
create a blend not. So. Let's go ahead and put this foreground and background. So we have one input
would be opacity or mask. We don't need mask for
this specific situation. So now we have this blend, not this two node connected. And now you can
change the blending what top node of foreground
always showing in copy. So if I grab the opacity
and drop that down, you can see shape behind it. Now let's go and change the blending mode
to max or lighten. Combine the shapes to get. So let's go back to a square. Make it little bit smaller. Sum like this. Now we need to move them and we don't have any
control over a moving. So you need to have a
transform node transform tool, just typed TR and transport
2D is showing up. Click, dead, double-click. We don't need to have the
tiling effect by default. In base parameters. Under tiling more to be half and V tiling,
we don't need that. So cold air to the icon throughout down and change
the relative to input two, absolute goal changed.
No tight link. All right, let's make some
copies of this transformed to D because we don't have to
change this every time. Maybe you put it here. One of them, output
f at each shape to the input and output of the transform to the
background input. And also one for leaf. Same team. Nothing happens. Double-click on the Blend
and all to see the result. And single click and D a
transform and hold down. Maybe dummy, move this one up. Simply. What feeds these
two sliders? Offset? Maybe somewhere here. Alright, now let's
select the shape. Make it a bit bigger. Select the transform, hold control and hover over
the controller Gizmo. If you're don't hold Control, you just changing
in one direction. But if you hold Control, you can change it. Both side are part of AIG and make it a little
bit point here. Also. Taller. Now, let's go and change square. Now we are here. We did something like this. Alright. Now let's go and
make distinct here. We already made this part. We need to add a
circle down here. Simple, but let's go
and create distinct. So for debt, let's
reuse our belief. Go and search for, sorry. It's going to
rotate your node or shapes based on itself. And also your Chan
move to kiss mall. To change the behavior. Changed my mind. Duplicate this, stick
around, move it up, use one-off D is
transform to get copied. Make this arrangement. Let's go and actually changed. So go back to thrill and maybe something like this. More rotation. You can edit that
after combining them. So let's go and make another blend not or simply
click this one, the old one, and click or hit Control D does shape the result of combining
these two goes to back. This new shape goes to front. Also be new mutant
needs to move there. Let's add a transform
in-between. Double-click on the Blend
and single transform. Let's move down here. Maybe. Something like this. It's changed a bit too weak. The result is something
like this. Alright. Let's add another shape. Set the pattern to disk at
another transform to the left. Duplicate this blend note. To put off the old blend, not the new one. Output of the transform
to the foreground. All right, Now let's
scale it down. Hold, shift and move down. Alright. Needs to be
little bit squeezed. Squeezed, dad, scale
it down. All right. Let's go back to this, Shay, I'm not happy with the result. Yes, that's a bit better. Let's add a mirror
symmetry to this shape. So it is space. Look for symmetry or
middle or Gretzky. It's going to middle
of the shape based on mode, center, middle survive. And also you have control
over the offsets. Now, I'm going to replace
the inputs, see the results. Not too shabby. I believe we don't need to
have this part. Let me see. Also, you can move the
anchor point and put it somewhere here and rotate
based on debt position. Not quite like that. It's not bad either. Me change among tough rotation. Now, let's go see
what do we have here? Down here. Let's make this a
little bit bigger. Make this one a little
bit taller there. Also d, square or square shape. Make it bigger,
smaller. X-value. Push it down. Push this down. This is Zoom and
causation days over here. Something like this. Now let's go and grab
another transform 2D. Make dis center almost, and also maybe a bit taller. Now, another transform, 2D. In this transform,
Let's go and offset. To decide. But in this scenario, we need to have tiling. So let's go back
to base parameters and let's go and
select V tiling. D's two needs to be connected. So let's go to
this transform 2D. Connect them and make
them a little bit taller. Let's test this one
and go to Search, creating space, and look for
safe a transform grayscale. Don't forget VR. Working in grayscale
value, connect debt, and make dead a tight net bed. And that's good. Now, let's go back to make more room here. Let's go to this,
tie the trans form 2D space and look for a stretch, shape, Gretzky, acidic death, and double-click on the mask. And now we have two line. Also in settings. We have white that it's
going to work in negative. Also. Me change deep. Now if I connect this one to D, Next, can't see the
resolved 3D view. Now let's go and add a transform to double-click
on safe transform, one click on Transform to D. Let's change the causation. Nothing this one. Let's go and grab it, transform 2D and put
that in between. Let's change the
blending mode to be. This way we have thrown
over the shape overall. Looks. Let's delete that. And also, you can, I guess face shape, readout, but it
kinda connections. Keep that in mind. Let me use a middle gray scale. As you can see,
we already making some shapes based on domain shape, it simple. Another way to make
something like this is to subtract shapes
out of each other. So let's go and maybe copy
or duplicate this leaf. Grab a blend, denote d not d. Transform. Know tiling makes some decades. And also let me select and
predict the connections. Now we have to transform
to the out of one shape. Select him, change
the blending mode of the blend knowledge to subtract, going to disappear it. So let's go top von. Scale the bottom one by holding Shift and Alt and in the corner. Make it, lay it a bit bigger. The top on hold control
and make it taller. Alright, now we have
something like this. And always you have
control over dy thickness. Let's make it ticker. Also the inner part. Now, same team with d squared
change D shape to a square. Where is it? Up here? Let's go. Changed it also transmitted to the ER can always right-click and
a reset transport. Set trust score. Let's go and scale
this one down. A bit on this one as well. B, sorry. B blend. Add to transform
after each blend. Selective blend change
the blending mode to Max. And as you can see, we are seeing two
shapes together. So let's change data. Possession. Going to make this
layer a bit smaller and this something like this. And also can change the blending mode and
have this kind of effect. Now if you want to
subtract the inner part, you can always use
this arrangement. Digit side. Grab a trans form. Now in this transform,
can subtract. Subtracting. You need to
have the CR squared on top. So let's go and select these two connection heat
X and switch d inputs. Subtract, it's going
to be subtract. And you can always
have a control. In Max blending mode. Now connect them together. Change the cut. Now we have something like this. But did it do? So? Let's create another transform. Tiling. Maybe after. Shape is truck. Double-click and safe transfer. Maybe make this
layer a bit bigger. All right, In the next
part we are going to connect this one to Title Generator and tile it up to look like
something like this. But as you can see, a little bit chunky. So let me grab this one. Alright, That's not bad. This is much better. Remember, if you have some kind of Jenkins Yes,
over the corners. As you can see, if you
have smooth corners. And in here, a little bit Genki and this coordinate
is not good at all. The solution to do to
make it cohesive is using blue or blue or blue or edge here I'm always using
Blu-ray HQ, Chris's skill. So connect that to blue quality all the
way and zoom over here, maybe add enough blue or
too high D Genki corners. After at a histogram skin
and change the pulsation. Also contrast. To make the shape
looked like this. Don't forget to add another
blur after that. This time. Adding a little bit around
this around the edges, something like maybe
0.5 or less, 0.1. I'm not that low. 0.3. Yep. Good. All
right. That's it. You've made your first shape. So let's delete this one. Let me hit Control S
to save. Where is it? Safe? Let's go in next parts and
tie this shape together. See you in next part.
5. Working with tile generators: Welcome back. In this part, we are going
to make this shape that we created before and
tie all that together. So let's go and see our options. We have several
options for tiling, and those are all the
names are starting with. If you top type tie, I typed it wrong. Tied, tight generator,
random sampler and make it tile and patch diet this
two or this for four. Scan based texturing. So we don't need to do
anything with deaths. So we have tight journey toward tight random
anti-spam better. And those have the tile generator
random sampler in color. We don't need color, just need the grit scale. Let's tight random tile, sampler anti generator
to the scene. Also we have one
more tile generator that is more advanced. And for complicated materials, that would be shea
per splatter shape, splatter blend shapes, splatter, color and so on. Let's shape splatter
to scene as well. So first, let's look at the Thai
random and as the name says, it's going to tie the shape
and rent them all the time. Generators all tie sampler, have the exact same input. These two exact same input, but this a little
bit more input. But they have similar inputs, such as pattern input
and background input. So now we can connect our shapes as shape
input or pattern Input. Double-click on tile random. And you can see in
tight parameters that random parameters feel
more than few sections. And let me explain
them one by one. X and y amount. You know what that means? It's going to add more shaped to the tile
generator pattern. You have control
over the pattern. As you can see in
patterns selection. You have control over default patterns or
your pattern input. And symmetry random, it's
going to random symmetry, cone, rotation, rotation
random in pattern, split. This is specific for
the type random. That's going to say the random as you can
see into the view. And how much spillage
need to have in shares. And also you have a multiplier. Size. Random X random. Why? Also you have control
over shape, size and scale, random rotation, random
position offset, offset random, and also another random
color or it's going to random grid the scale value to have random height positions. And also masking random control over the inverted
masking random. You don't need to work with. And it's not good for
this kind of situation. So let's delete that. Title. Generator is
little bit different. The same x and y amount. The same pattern inputs. But it has control over d. How much pattern
you need to input. The same symmetry
called random rotation, random and also
scale, scaled random. Middle size. Scale, random, one, or a scale just one axis. And also your half
scalar random seed, position offset and
don't offset, and so on. This tile generator naught, let me scale this up a bit. You have control over
luminosity or random colors. And Tyler randomness. And also you have
control over D, mosque random such
as check her mask, vertical, horizontal and
also some randomness. Alright? Tile sampler and tile
shape is split over. You're going to work with them. They're each chapter and the next chapter and
chapter after that. So let me explain them. Den pretty similar. Let me delete them and
also delete data generator and add another title
generator, the fresh one. Alright. Now let's connect
our output into the input. Go to tight generator and
select the image input. And as you can see, our image is imported and our deep tight. Let's change among something like this. Make it bigger. Let me see. Make d y axes smaller, but less by axis, six to five. Maybe indeed a bit less. Dx or overall size,
a bit bigger. Now we have something like this. And remember, if
you want to check your tile to see your tile is tie level or your
pattern is Tyler or not. Into 2D view, you can always hit space and make it infinity. So keep that in mind. Let's go back to shape,
stroke, reskill. Make maybe a little bit wider. That's good. That's enough. Good. But we are going
to some problem. I need to mask, make a mask for inside
this sphere, can't. It's cool. From here, let's go ahead and
duplicate the notes. Make the connection. Let's see what do we have and change the shapes. Make something like this. Let's see what happens if
I invert that gray scale. Now we have this
parts in white and despots and white as there's
a little bit of problem. Here. Seats space. This node is tiling. It's fun to see. Maybe if I duplicate this one. Hold control and copy
deep connection. Duplicate the generator. Maybe if I invert, going to watch, can use float field. Don't want to. So let me see if I can't
solve the problem. Right here. Inverted Grayscale generator. These two needs to be
laid a bit closer. The beauty of the
substance designer. We can always go back, change the starting shapes. Friend, results. Those are similar, so good. For masking. Can use C. Let's duplicate the tile generator. Go to sitting all the way
down color section here. And maybe use checkered pattern. Horizontal, vertical. Maybe checker. Let's go invert. Let's add invert grit scale before connecting
to Title Generator. Let me see. Heat
Control D and trans form to D. Let me
make that smaller. Know tiling. Maybe use this tide and generate or no
checker mask and change the input to change the scalar. Now we have this are used less. So now we have this bore their team
and this inverted one. Let's go use note cards. Feel. Connect this to blood. We know it's going
to add some color or analyze your black and white. Use another fluid-filled to a random grayscale and it's
going to add some randomness. Also. You have control
over the tiles, selected tiles by using
histograms, select. This way. You can select different sides, different colors to them. Now let's test this shape
and actual 3D models. So we need to have
a base material, space type, base material. Change this setting to
material type and dielectric. There a bit of roughness. Let me see height. Maybe one. Also in user-defined map, we need to have height input, a collision input,
and normal inputs. So let's go and create a normal ward units to change the height value
to normal value. Surface size. In enough depth. Connect it to normal input. Connect your height or tie
generator to hide input. Now we have height of value
and normal value created. Let's create a Ambient
Occlusion based on height. So input, output
of the height goes to input of D.
Ambient occlusion, bit of height, depth, connect it to ambient
air pollution. Went to heat 123. You can change the connection. One-by-one connect, multiple connection, or
material connection. In this case, let's heat to one. Right-click and base
material go to create output to note as create node for
he didn't connection and no, we only need base color, normal roughness, metallic
height, and pollution. So our height is not good. Go to base material. Height range of one. Let me see. Pulsations goes to 0.5, height range is one. Let's go right-click and
via output in 3D view. And it's going to
show in a 3D view. You can see it's quite
a nice displacement. And if you want to have more
fun and see only the shapes, not the bikes, you can create
your own output as well. Just select one of
the output and it's controlled deep
or space outputs, NADH, double-click Name, Datev there the
identifying the air. But let's select, Add Item, type or opacity. Copy the name. Sit dead on. Ok. Now I did it find out
and I'll solve the label. Use this map as an opacity map. Viewing 3D view.
And as you can see, if you have just
displacement shapes. Also you have control
over ds by using a stoke histogram wrench. It's going to change the
range of the rescue. If I know c. You have control over how
much a plus C DVR sink. Also, if you need to, more fun, we can always
create a blend note, hold Control, Copy, and maybe make it here. Or the background. Create uniform color. You uniform color. Change the mode to grayscale. Maybe five int, float
value goes to foreground. Also. Make a inverted mask. We are having two inverted mask. Inverted mask as opacity map. If I go and change
the uniform color, can see I'm just
changing dy background. So if I connect that to Opacity, I have control over opacity. Let's not use opacity
for this project. Now. Locked in opacity. So let's hit Control Z and connect the uniform
color to opacity. Hey kids, white. To have full opacity. So let's go and see
the resolved up-close. And as I said before, you need to have data bit of gradients at the edges
to avoid this jumpiness. So let's go and select this blurry HQ before
tidy generator. More bluish. All right, that's good. Now if you want to make
it a little bit thicker, but just insight, you can use. Maybe blending, space be blend. This one foreground,
the same background. Let me see. Great. Let's create transferred
to D. Also know tiling. Connect it to foreground. Set the blending
mode to max. Scan. Trans for this layer, a bit thicker. Kind of debt to generator
can see its ticker. Alright. Let's go to the top to this
icon and hit clean to get rid of the extra naughts
that we know how to use ink. And also acidic these
inputs hit D to ducked him. This one, D, D, D, and D. Also. This one's now we have a beautiful
organized graph. The next part we are going
to add something like this. Flower teams and tiling
in the background. After. We can maybe create this big parts and combine this little one with a big
parts and color them up. Alright, see you in next part.
6. Making complex shapes: Welcome back. In this part, Let's go and
create maybe this type shapes. Obviously, you can always use SVG vector map
to create shapes. And it's nothing
wrong with debt. But let's go and create them. Substance designers, knots. So let me, because
this part only, alright, now, same as before. Let's go and start
with simple shapes. In this situation, you can use another shape generator
called polygon. Lord, your polygon. And it has quite a few settings. You can, you have
control over the sides. And again, applaud a
scale and size, x. Size, why? It's against C, can create interesting shapes just by working with
this type of effects. And also we have some
tiling going on. Here. Let's go and delete, load another fresh polygon. Let's go in. Create a transformed
2D and same as before, go to tiling mode and set
that to no tight link. Make a few copies
of this transform. The Noh Tae link. Right here. Let's grab one of them. Go to Transform 2D. First go to Polygon, and let's scale that
down a little bit. Let's go to transfer to D, hold Control and drag. Now we may, we are made
something like this. Make it rotate around, something you need
to have not called. If I remember correctly. Platter circular, you
can see it's going to load default shapes. And such as identity the
same as journey TO it has some inputs and
also has image input. Now you can connect your shape. Immediately we are
getting something. So let's go and count 12345678. Set that to eight. Let's go and find the scale
in India under the size. And scale that up. If you reach the end, can double-click and
type whatever you want. Some like this, It's good. But we need to rotate it to find angle, rotation, radius, rotation, this type of rotation, ring rotation. Something like 22 degrees. Now. Go and create a square shapes. Make it blend in. Use, not used to transform. The shape generator has
their own rotation, but in this type of situation, we need to have control
over D, hold shape. Their result into one
shape, starts shapes. So let's go and
select the rotation. Hover over the edge and hold, shift and rotate 45 degree. Or simply go here, let me it got Rizzi, go here and type 45-degree. Go to the blend, set the blending mode to max. Now we have this middle shape. Alright, now let's go
and create a blend, which blending mode set to max. Let's go back to shave the square and reduce
the overall scale. Now we have this middle shape. Let's see what else we have. All right, let's go
and now split error. This shape. Select
the splatter control D duplicate dead and
fit that shape result. So let's go into shape. A letter. Let's count
12345678, right? Let me see four here, four in the other side. So let's go down. And babies set that
to 01234. All right. Let's go let's go up to the, all the way up to the
pattern among pattern. There is a range amongst nattering amount,
radius in position. Make it a bit bigger. Almost to the edge. Let me see. Something like this. Duplicate, this
splatter one more time. Feed dad, distinct. Create a blend. Max, lightened mode. Now, select the second splatter. Now go all the way down to
the ring rotation and rotate. Maybe five degree or maybe 22. Now, let me zoom and make the ring
radius a bit bigger. For the top one. It a bit. Shapes needs to be a
little bit bigger. Size. If it's bigger
individual shapes, It's to rotate. Maybe 2322.5. All right, that's good enough. Now, let's create
maybe this part. Tao would be the
same shape as this. But how many? It's Control D and
duplicate dose. Maybe duplicate over here. Blend, transform to
D. This one goes up, this one goes down. Salts. Set the blending
mode between two subjects. That we'll get a blend. Single kid again, top one. Moved up some like this C
result and it's quite similar. Let's go and duplicate
this and blend with Max, lighten and put in top. This one is Bec. Let's make this splatter. Whereas it drink. Maybe over here. Good. Now, let me find the middle. Maybe quite difficult to see. This rain can be made
in the outside range. Let me go to the
extra generators. Sci-fi have something
degenerate random shapes. In the middle. I don't have any teeth. This is it fresh, such as design,
they're installed. So let me try shape mapper
another shape splattered. Similar thing but
a bit different. Let's create random shapes. Maybe duplicate. Use this one. Create a blend, not max. It's quite nice. Blend together. And put that in here. Add a transform to
the in-between. Select the result,
double-click result, and one-click transform. Smaller. And also, we can
use another trick. Use this shape. Use the shapes. So let me see if debt works. Control D on and blend. This one is goes to back. So let's grab another transform to D From this shape.
Or maybe this shape. S1 is the top. Maybe rotate. Not going to work.
So let me rotate. Layer needs to have more
among eight time by a little bit of rotation to distill
point at it Shutter, button one, and make
it alright next, so now let's go and
populate these areas. Maybe some black polygon. You may remember. We have control
over D, explosion. This type of rotations. Now they made different shapes. 90 degree. A bit of something like this. Using a shape splatter. Duplicate the shape splatter. Can blend them together. Replicate the blend. Is it Control D? Goes to batch, this one front, whereas it in the middle. So let's go and
change the radius. Also size. As always, you can
copy this over. So let's go and
do another trick. So Go summon and
other transform 2D, but this time there
would be tiling. So let's go and
offset that too deep, expanded to the right
and also to D butter. And if I hit X, can see it's going
to tile infinite. So now we have the
middle, some areas. So let's go see what
do we have here? Maybe we not use distinct. Create another blend with Max. Lighten is fun background. Grab this and transform
with no tiling and use this one in the middle. Rotate it a bit. Something like this, and
maybe scale it down. Alright, now, let's
add some fine details. Another splatter,
Sackler, duplicate. But no tie link. Insert, no input image. Change D input tool
may be something like maybe something like this. Add a histogram is scan for that debt. Go back to split or circular. Let me connect that
to blend note, grab this, got to beg, and it goes to front. It's already showing here. Let's go back to radius. Maybe a little bit more. 14 maybe, and scale it. Down. More ideas. Let's rotate. Let me add 16. Now, 0 rotation. Now we have something like this. Also. We have empty spaces here. So let's reuse this one. Control D. Sit, the
pattern amounted to four. Rotate the five degree. And also lend the old one. Go back to a splatter and make
it bigger, bigger, bigger. You can see it's moving. So let's move here and
make it inhibits speaker. Now we have something like this. Now. We have something
like this here. Let's maybe let's not do that because we saw
enough in this shapes. So you can create this type
shapes like we did here. Let's use this one. Now. Duct some of this d, d, not going to dock. So Let's organize our graph. Fun goes up, one goes down d and d. This is the graph
for shape creation. Now, let's go and put this shapes that
grand off this shipped. So it's Haidt's plan cast, splint. I believe It's going
to make a mask for us. First of all, let's
duplicate the tile generator and that's not good. Let me reset some
of the settings. Now connected to blend. All right, let's not do it. It's working. It's simple blend. Set that to x. We are going to
use something like this color and use this masks for
coloring our shapes. So this one is five by six, so let's use 646. All right, let's get
into next parts. I'm going to make maybe
this bottom parts. Big parts. Also combined the whole team together
to make some results. If I connect this result, the output, it's
going to be crazy. So let's hold, shift and
move the connection. This is so crazy. But you can always control
the height using histogram. Wrench. Connect the
flavors are better and to histogram range and control the range by the
position slider. Going to move them
or push them back. And you have control over D. So maybe something like this. It's good. Let's not do that and do
this in future videos. So see you in next part.
7. Combining shapes: Welcome back. Let's go and make this big parts
down into button. So if you look closely, it's the same as D shapes. Top, so it's the same curve, but different in this area. Let's go and try making them. See there this is all tier. It can cut there. Maybe maybe over here. One in the middle, maybe 2.5. Let me see. First of all, let's blend node. Now let's use max
transport, know tiling. Maybe here. Make it smaller. Let's match that to
the upper shapes. Maybe here. Alright, now, let's go and make a shape. And no need to have a circle here, a square down. So let's blend. Subtract this shape. Input to a disc. Duplicate. Transform notes. Make some copies down. First of all, scale it down. Put it somewhere. Maybe somewhere around here. Let me try subtracting this part and create another shape. Square shape. Another blend it
subtract this one, goes to this one fit
transformed to the front. Let's make debts smaller
and put it somewhere. Now, let's move to
stress forms down. It's blend with Max
blending modes. Blend this transform. Maybe from Gina shapes. Connect that to subtract. To make debt. This is our shape. Let's go add a grayscale. This shape. Struck. There are plenty. Mit, max. Now, blend shape, sphere, subtract, maybe add a transform, duplicate this transform. And at that instant, maybe a bit less strict board. Among quite a lot. Nuts, right? It goes to fixation. We have something like this. Eat top. Let me see if I can lower them together. Cute, Chris, quantity Oliver, something like this. All right, Now, histogram, we can bring peg D,
D, grayscale value. Let's try something else. Actually move the bottom part. Let's go and move
dead in x-value. Let me sit, sit this first. Happy with the results. Let's safe transform
the whole team. Something like this. Maybe copied this. Blend. Subtract the whole team. Maybe S1 is max. Alright, now, let's
go back to this part. Now. Another safe
transform gray scale. Let's say mirror. Let me see. And we can do, we can mirror. That's good enough. Let's move this part. Move some of days. Hate D, make them organized. Acidic the outputs. Move them here. Now this is our output. Let's hold shift and
move the connection. Now we have something like this. Maybe mirror exists. Let's go ahead, nice. Let me see there
is Alt in 3D view as well. It's good. That's all right. Good. Indian. Next part. We need to colorize this. So c, Let's go at a height, blend. This one goes down or
Background button, but all the way up on contrast. Set this into four grand. Now let's go and
pushed him down. The mask area. Something like this. Now, you have some
mask to work with. Let me connect this
to output as well. All right, that's good.
So let's go and indeed, next chapter, next video. Make some color for
this simple material. Render that out. See you in next part.
8. Coloring and render: Alright guys, this part, if you are going to add some
color to our base material, Let's go and start coloring. First of all, we need to
have a background color. Let's go and find background. This is it. So did a blend note. Create a uniform color? Go to sample color, eye dropper and sample one of the colors
from the background. Put dad back. Use this mask masking and connect that
to blend obesity. Control D on uniform color. For now. And let's add a solid color
or this flower thing. See, if I double-click
the Blend and NADH, you can see we
have this color as background and scholar
as foreground. Simple. So that's debt. But you have always
have a choice two, color the part of
the mesh one by one. Dan Tyler it or to tiled them. Let me show you how
I'm going to hit Control D to duplicate this blending mode,
this arrangement. Let me see what we have here. Let's go and use
this part as mask. This is the result. Pushed it down. Create another blend. And this time, let's go and add this output as background. Now let's go. Maybe. Let's use this part as mask. Duplicate, uniform color. Add another color, different color, and now we have distinct colored by
using this mask. All right, Now let
me see what we have. As you can see, we have
these two diagrams here. Let's go and combine
this to Instagram. Have them together by using
max and blending mode. Create another blend. And use this as a mask, background and Control
D uniform color. And maybe this time
some kind of like this. And as you can see, we have this type of situation. Maybe there's something wrong. First mask. So let me see. Maybe using this one, it's not a bad idea. Now we have this
things, this situation. Now, if you want
to make it tile, can use the intelligent
are obviously. But net this type of
degenerate or cars, those are grayscale
tight generators, space and look for
site generator. This time tie genital color. Now. Go to Title
Generator, grayscale. Go all the way to top to
top of the parameters and saved it preset sound
learning your disk. Go back to tight
and curator color. As you can see,
there are difference between input and output colors. Go ahead and load a preset. Load Presets. Connect your inputs
all the way down. Let me see. Go all the way down and change the blending
mode to max plant. It's quite nuts right? Wrong with D. And that's why I'm not
using tiger ate or normal. Using died a sampler,
it's better. So for this part, we are going to use tight
jury took us, it's simpler. But in the chapter maybe four, we are going to
use tight sampler. In this situation, we
have another very, let's delete this mask. Did it? Maybe this foreground. Let's go select, float, feel. Connect your generator
to the fluid-filled. And after dad's, let's go and look for a float
VL2, random color. It's going to add random
color to your types. Go and connect it to your land. Not as you can see,
you have colors. Maybe a little bit. Let's go and just random seed. Now we need to show our
colors in tributes. So let's go to basic
material or a base meter. Double-click, look
for user-defined map and release the base color. It's going too dark
a color to material. But we have colored inputs. Now, let's go and drag
and connect it to sin. That's going to color our scene. We need to have another layer. There would be this pattern. This pattern isn't really teens, so let's use struck, struck. Go to parameters, and
maybe a little bit of something like this. Let's go blend the
original shape. Max. There's a line here so
you know that the soap go to Search and
search for blue. Lord debt. Den. Stick it on the scan
to find your shape. It's going T care now. Now another gris skill. Make it a bit nicer
on the edges. Something like debts. Now let's go and switch D input. Also, let's use the same mask or same alpha for
coloring this area. So dict4 blend this
tooth opacity. Drag this down. This one is background
and for foreground. Let's do different
tricks. In this scenario. B can sampled color
from surface, but this time using
CMD gradient. If you hit for spares, gradient is always at the top. You can use this space to enter and create
a gradient map. So the gradient map
to blend naught, shift and transferred
the connection. You can see we have
myriad of problem. We don't have any
colored going on because we are in this gradient. So let's go and open
the gradient editor. You can add colored
by double-click. To revamp. Maybe switch d or replace
the black one, VT, some blue, white
one with some red. We did it, right? But we don't have any external data surface
to gradient to work with. So let's go and connect a gradient map to
input of the gradients. Note, let's go and
find a grunge map. Maybe this way. Texture generators and
look for something smooth, something nice. Like this. Drive the mean level up connected to the
input of the gradient. And as you can see, we have some data open
degraded eight or warmer time. And if I add another color, the ramp, It's
something like yellow. It's going to replace
this color of it. That data in the
grease get value. One more time, something like black, white color. This way you can colorize
the grayscale value. So that's nuts, nice to look at. So let's go and pick a gradient. They're on. Let's go and pick
a gradient off our image. Drag from darker color
to a lighter color. As you can see, some things
going on into surface. Let's go back to our fractal. Some base. Change the noise parameters. This is our result. Let me see some like this. But first, let's work on
our grayscale value first. Maybe didn't have any spots. Blend our fractal. It's multiplied blending. Alright, let's add a
histogram range after that to control the height
values or grayscale arrange, connect that to the inputs. Let's see the result. Let's add little bit of damage
to the edge of the shapes. Let's find our shape up here and look for
slop. Grayscale. And going to work with slippery slope blur a little bit more in
the next chapter. So let's grab our output and put it inside
the grayscale input. And let's load a noise. Noise. Set the mode to mean. All live it up. Less intensity. And it's going to look
for something like this gray DNS and destroy
grayscale value of this input. Can see it's quite damaged. So let's go switch the inputs. Yep. That is damaged. Or maybe a little bit less. Nice. Let's go and combine dead damaged surface. Meet our took it on noise. We're creating the color, so let's blend back ground. This one, it goes to foreground. Multiply. Let me see, That's good. Connected to input. Can see we have some
things going on. Bring back the, there are
some tone or concept. Open the gradient
and pick again. Also can use this slider
to get different results. All right, that's good. Let's go and add another
layer to color. Maybe. Move this out a bit. And colors goes up. Another blend background. Now that uniform color with
maybe some lighter color. And select your output
damage the surface. First of all, let's add a
little bit of imperfection. Maybe something like this. Maybe discuss stick. I don't know. Maybe this one. Create a blend. Top back. Maybe you subtract throughout the opacity a bit and add a level naught, it's going to level are not, can use level to target specific areas like this. And use this mask, this new mask as
something to drive. Set that to multiply. Shift, disconnect and
connect again, less opacity. And also create a site to
normal or this base unit. Connect to your normal
value or height value. Maybe for Trump this snot. After going to use a curvature is smooth to find our curvature. And after that, another level. Look for damaged snake is to not hit Control. D. Use this as mask. This time. Use Linear Dodge. Can see it's going
to highlight edges not to normal map. Back to this
throughout the height. What these integrations like this right now. And let's go to our
ambient occlusion and add more sample data, bit less height, depth. And also our
background color here. Maybe make it a bit darker. Blue. Maybe sit. We can also use all of these masks to drive
a roughness value. So let's do that. Get a blend note. Let me see what do we have here? Hold control and mask. Use uniform color. But this time in
grayscale value, remember, roughness
is Gretzky value. Alright, now let's add a fairly, the rough value for
the background. This one is masking
the foreground. So let's go create another one and add the
layer, name it off, blessedness, duplicate
and this blend, this phi goes to peck. For the next part. You're going to use. Dismissed. This time is going
to be more Shroff. You can see the difference. So we have this mask. I'm going to create
another blend here, copy this mask and
put that as alpha. This one goes to back control D and copied
at uniform color. A bit less roughness. And now we have good
lesson is over here. Or maybe invert that mask. So let's create a
inverse. Hello copy. Maybe, maybe nuts,
maybe this mask, and it's at less
roughness value. And this map. Let me up go to base material and this
time release the metal, this roughness, sorry, connected roughness value to the new
roughness that you just meet. Now if I go back to the background and
add more glossiness, video, hold Control and
Shift and right-click. And then the line you can see clearly the roughness value, It's going on here. That's, it. Can
always go back in this style generator and maybe put something
like four by four. Also. Color. The color. I'm not using Qatar, yeah. I can make deep
decoration speaker. Also. Let's add more value to heights. Little bit of imperfection to the declarations by
using maybe load one, lend, multiply that, tie. Note several times. Now we have some imperfection. Alright, now we are
successfully created our shapes and colored them. Also, you can use a histogram. Histogram is use saturation to change your colors behavior. Maybe more light,
dark, less saturated. Changing d here. Also. In this gradient HSL. Good habit to have
a HSL after color and change the color at all. All right, Let's go to
library 3D view and HDR environment and change the
light situation scenario. Rotates ARM night. Let me connect this
material output or somewhere safe, 3D. Render. It's going to grab
your material. And your night input source and run their dead
indeed, 2D view. So let's go and double-click. Scale down to displacement. Inhibit less. Rotate here. Where is it the environment? A bit more displacement. And also render setting
128 some posts. Let's go back color. You can recompute your
normally metrical adjustment. We have some post production
That's not going to use. We have some shapes to use. Sphere plan or slant. Scaled it down. The sphere is nicer. One in scale, and maybe
near them enough quotation. Alright. Let me see. It's connected this one
to d ground to have some surface area damage. Let's look now. Not been replaced. Alignment. Maybe need a bit more. Decorations, heights, Dead much. 95. Let's go back to
our APRN. They're not. In this chapter. We learned how to go from this simple shapes to
more complex shapes. Tie line like this, and also combined
n-bit, odder shapes. Go for something like this to combine doors together
and have a nice shape. And also learned how to add basic colors as simple render. That's it for this chapter. And the next chapter
we are going to make our first material, actually material and
new and complex knots and have a nicer materials. So see you in the next chapter.
9. Building displacement: All right guys. Welcome
to this chapter. And in the chapter, we are going to make our first material for actual
material, for new material. For this chapter, I'm planning
to do something like this. I'm sure you saw something
like this before. Indeed, material area. It's going to be fun. You're going to make the
window and door and Aldi, other parts except the roof. Maybe this pipe,
maybe start baking. Go to file and new, new substance graph or click
and say add new subs graph. We need to give it a
little bit of name. I'm going to keep that
like this for now. 2048. By 2048, it's good enough. Output format. It's going to be
relative to parent. Yep. Okay. Now we are in the
material creation graph. Let's start by doing
the door first. I'm going to put the constant
somewhere like alright. Now, let's hit space and look for shape. Lord, the shape node. Shape node is contains
several patterns, default patterns
such as squared, d SQL and standard patterns. It can tie. We need to reduce the
escape to CD tiling. Can tie and act as little bit tile generator
or something like that. But in this case we
don't need that. Keep it in a scale of one. Exercise. Why size all in one? Alright? Now we need to have a
transform to transform this cube or this
square to desire size. So let's hit space and
look for transform 2D. Unfortunately, there's no way
to keep the transform 2D. To be not I linked by default. We need to make it
several copy of this. After sitting there to
know tiling cutthroat D. That's enough for now. Let's use one of them.
Drag the outboard of the shape node to
the input of transfer. Now inside the transform, we need to reduce the
size or make it smaller. To do that, we need to control. Go to the one side and drag, or go to the corner. Hold, Shift Alt and drag,
just like Photoshop. So let's create another one of this combination
of this two notes. So select him, hit
Control D to duplicate and change the input
shape tool disk. Now we need to build in
these two together to make the outline of the door. It space, look for blend or
hit B and enter after debts. Remember, B and tissue. It's going to make
the blend mode. So let's connect the output to the foreground and output of the square to the background. Go to Blend property. Set the blending mode to max. Now, we can't see anything. When they're done,
shape, square shape. So let's go to Transform 2D for the shape control and make it smaller and no control and reduce the height. All right, something like that. Go to Transform for Sukkot
and hold shift and drag down to make it a smaller
hold Shift and drag up For the corners. To make it a little
bit, little bit higher. Focus on this area. Go to Transform for the square and make it
a bit less toddler. Now created this cavity
ink and door frame. The next step would be
subtracting same mesh, same as shape, same all
fall out of this door. So let's duplicate
the whole team and maybe move this transforms. Move this up here and hit space b Enter to
make a blend node. Connect this one to the
top, to foreground. And the background. We need to subtract these
shapes is top shaped, top area of this bottom area. So we need to dismantle the top, set the blend mode to subtract and it's
going to disappear. So let's go and make
this shape smaller. Can do this by tweaking
main shape area. Maybe make it something like 0.5.8 shape. This shape also 0.8
and divide is 0.8. So we can do this off here, or 0.8 is going to be
a little bit smaller. And insight. Let me see. Created this. Alright. Now let's
do this again. Let me copy the whole
thing or maybe copied this part and make this
one little bit smaller, maybe 0.6.6 and D area. It's Control D and D blend mode to duplicate the blend
with same setting. All right, now we have
this Fonda mainframe, this one, and also this one. So let's blend
these two together. In order to make the height and different
than the other shave, you need to use height but end. Simply space, type height
and choose the height blend. Select the height bent
and make the contrast on this one to the back. It's fun to do foreground and
tweak the height offsets. As you can see, we have a little bit of a
height difference. Alright, now, let's see
it is whole team to the, through the 3D view. So first of all, let's create a base material. This is the basic material that has output and input part. The inputs are
disabled by default. So let's go and enable the normal height and
a collision for now. All right. We have the
height and displacement, or height actually is the Alpha that we're
creating right now. So let's connect the
pool to the height. And all right-click
and the base material. Select the Create output notes. It's going to ask you to
create nodes for he didn't. Connectors. Let's say No. Going to create base color, normal, roughness,
metallic height, and ambient or collagen
because we are working in metric draft Nas work for us. So right-click on the
empty part of the graph and select View output in TW. Going to show us nothing. Course. Design their needs to have non-model to shore
height or anything. So let's create our
basic normal by creating a height at two normal unit. Connect the output of the
height to the normal. It's going to create a normal. I'm going to walk on Pangea. You can bargain dx x as a Val is going to be
invert the green. So there's no actual difference. So a bit of surface, less stepped connect DI, normal. And now we can see D0 door
frame inside the 3D view. So let's do eat,
eat based metadata. Little bit. Double-click
on the base material and select the material presets and change that to dielectric. Now, see roughness dielectric
and high value. High range of one. Because we have no ambient
occlusion is going to be, show us the dark cube. So let's create our
first B into collusion, HB Ao, Di out, put off the height. It's going to create a
window collage up for us. Double-click on the
ambient occlusion and use devoted unit is enabled by default. Change the height
depth if you want, and quality samples
if you want as well. So let's connect the output to the input of ambient occlusion. And now we have a little bit off material showing 2D view as against if you have
actual displacement. You can change it by going
to material default edit. Let's paint a setting because we are using
that frequently. Pin. And if I go at all, let's say normal and double-click either
normal or normal. Property is going
to be in a new tab. Go down to the height, Height section and
increase the height value. Tessellation value. We have quantity
like dead as well. Now we have our door. We have to live or laugh and
the resulting concrete or cement, maybe
three-level, maybe. Alright, now, if you want, you can create deep levels
by predicting this area. Blend, max, blend, a subtract, and also the shapes. Hitting Control D. Move
it a little bit up. Let's decrease the value,
something like 0.4. Connect the output of this c0 output. Let me see the
arrangement disturbed. Connect to the backend of
the each subtract blend. All right, let's see it. Once rho d Andy blend, acidic the heights blend, put it in foreground. Take this new, subtract
it to the back. It's tweaked D. Now we have distinct I'm not sure
about the frame. It's going to it doesn't have anymore enough room to
put it door insights. So let's go and maybe let's change some
of these settings. This one, maybe 0.9,
not dead tomorrow. Let's go up. You
can double-click on the result graph or at the end graph and single
click and D graph, you want to change and change the setting
and see the result. Maybe 0.7 or 6.5. Change this one to d, 6.5 and change this to something like this, 0.5555. Guess. That is enough room for fantasy door
that VA seeing here. Don't forget, you
can always change D. Or you can always make
the door wider by using transform to transform
that we duplicated. So let's select that, connect to the
output and control. Make it a bit wider. Alright, now let's connect
to the material preset. Let's move this over here. This one here. In order to move the whole connection
to the a new output, you need to hold, Shift, click, drag, and let go. Now we are good to go. As you can see, we
have Jenkins side of the door frame and that's because we didn't have
enough subdivision level. Not going to add
more subdivisions because that's going
to kill my machine. So let's add a bluer. Blower HQ, Gretzky, we
are working on grayscale. So let's use blue reticule, greatest conversion,
connect deep input. As you can see, it's
going to blur out the entire door frame. So let's increase the quality
and decrease the intensity. Zoom all the way to have
lift off ramp going on. So let's see. This is only interior the view and hold shift and move to. Now we have smooth transition. That's enough. So let's move this to your heights blends. Select both of the notes, right-click and add frame. Selected frame, changed the
name to the heights blend. These three are Subtract. So first of all,
let's select 30. Often. Get HD, align vertically. Add a frame, change the frame to sub, select Keyhole. Before subtract n at frame. Maybe. Men shapes. Alright. Now in here we have the
door created a door frame. So let's create D actual door. So we need to use d inside
of the door, but not quite. Let's not do the add and
let's create door based on maybe this mask,
not the main bond. Maybe, maybe, maybe this one. So let's test that. Create a height and blend. Connect this output
to the background. Contrast to the von. Let's connect maybe discipline to the foreground
and see the result. Not that bad. So let's add a transform. In order to connect d. Already connected output. You need to, you have to weigh. You can hold the
shift and do that, or you can hold Control
and make a copy. So now we have distinct. So let's double-click
on the Blend and single click
and it transform. As you remember,
the change divide, transform to the copy, duplicate your actual
today transplant that they created and get through the
FDA is transformed to the. To do that, you can
select the transform to de Becker space to remove the node without
predicting D connection. So go and connect this. Now let's do the height
offset and push it back. Before this lever. Now we have 123 and the
fourth level is detour. So let's hold Shift and transmit the
connection to this one. Now, we can control
the door height. Decides blend. Watch the review. We can decide to door to door. Good P. So this one up here. Now, let's create the glasses. So in order to do that, I'm going to use Tyler
generator. Maybe. We have tight generator
and Tyler sampler and also tie random and also
shape a splitter. They are basically
do the same tink. Digest a title generator. It's a simple one. And after that tile, random a little
bit more options. Tight sandpaper is more advanced and the last one is shaped. Splatter can generate
shape based on background, and also it has some height, extra height options that we
are going to discuss later. For now, we need just a
simple tie journey towards, let's add maybe four to make a tile four-by-four and change the pattern to maybe
a square and reduced size, something like maybe 0.94 now. All right, now we
have a simple tied. Go ahead and make
a blend space B and put the door frame or door alpha to the opacity or mask area antigenic
toward to the foreground. And that's going to predict the Alpha based on
tile generator. All right, now we have
this kind of stuff. Let's change the blending mode
to something like divide. And it's going to divide the Alpha and give
us D dividers. Use this divider. So first of all, move this up because we need to, we need more room. Let me see. Let's make
another copy of this. Transform 2D wider. So this one like so. Now, let's hide,
blend them together, change the options, and make
another frame for the door. It's going to be
something like this. And height mask. We need to invert
the height mask. I'm not going to use
the height output. I'm going to use height mask, drag and let go and
look for invert. Because we are working
in a grayscale value, It's going to filter
based on grayscale. So now we have this door frame. Let's hit B enter
and, and other plant. Put it in a grand, this one is foreground and change the
blending mode to mix. Now we have something like this. Simple. Alright, now, let's go
and blend this together. But did not the basic blend. You need to have heights blend. So output of this height
blend into the background. This one to the foreground. Now we have this one. Set the contrast one and change the background offset. Now we lose lusty door frames. So let's go to D. Does transport, hold
control and move it a bit. Doubt control and moved
to deliver it down. Alright. Hold Shift and transfer
the connection. All right, now we have
this kind of tink. This change the height value
to something like five, and change the value
of the door frame. As you can see, we have 1234, the level of the height. Fifth line, it's going
to be D actual door. Yet we can control that as well. Then. We need to have a frame down here as well. Indeed. All we have to
frame, let me see. We have frame in mind. Now. We can control D glass amongst. So let's go to Title Generator. And it changed the last tile in y amongst and
also the examined. All right, Good. Now look what happens if I connect the output result to
the simple tile generator. Let's hit Control D on this tile generator that we are already connected created. So let's go and change
that to maybe two-by-two. Give it a little bit of scale. Alright? Now connect the output
height to the pattern input. Nothing happens. So let's go to the
generator and change the pattern to image inputs. As you can see, the R
now have the four doors. Let's transfer the
connection to tie generator and maybe reduce the
height value that a bit. Let's change the lighting
situation or lighting scenario. Go to library 3D view,
HDRI Environment. Let's use this one. Drag and drop into 3D view
and hold Control Shift, right-click and
rotate the night. This change to studio, maybe, maybe something like steel white. Alright, that's good.
Now let's delete the tiger a tour by
heating eigenspace or not. Let's transmit the
connection to denote before and let's delete
the dial and generator. Now, let's go and maybe move. It's no, it's a little bit. Select them, make a frame
and change the name to let me see. Dual enter R So you can
change the color as well. Alright, grads, You
made your first door. And as always, you
can go to let me see. I need to add little bit more
Bloor to the frame. All right, now you can
go to the collision. Note and more height depth to
see the door more clearly. Now, let's stop here. And in the next part we're
going to make the window. This is more complicated. Then doors. After that, we're going to make the mobs. See you in the next spot.
10. Continue on displacement: Alright, let's make our window. Where is it here? Let's make this window
and window frame so same as before. We need to have these
two shapes because we have linear bit of care up
here, not quite circular. So let's select this combination of notes and hit Control
D. Duplicate them. Move it down. Now. Let us see
them individually. So let's squeeze this
circle by control. Keeping control. C, the result. Net bet. Let's select the square von. Move it a bit up. Alright. Now let's copy or
duplicate these two nodes. Circular transport, space b. Enter to create blend. Let's put this one
to the background, to the foreground and
select the max in blending mode of transport, move that Up. Control, squeeze up, site, maybe a little bit bigger. Now we have distinct, maybe a bit up, go back to square, circle and squeezed down. Alright. Now, same as before. Let's go and duplicate
the whole thing. Create another blend in background and
dysphonia foreground. Change the blending
mode to subjects. Now, go back to main shape. Let's reduce the
scale to something like 0.8 x axis. Circle 0.8 as this one. Let me see. No this going to work or not. Let's keep dat and duplicate
this one more time. This time let's
go and duplicate. Shape and transform. Create a blend note, go, gap one F D transforms output
of this transform to input, this transform, output of
this to here and here. Something like that. Right? Now. Let's create another blend, this fun background foreground, and make it subtract. Let's move. First of all, let's add this one. Here. I'm bypass,
hold, shift and move. Maybe a bit. Squeeze. Obviously this is
not going to work. So let's go back to the
one. This is a good stage. Now, let's try another one. Let's go and grab a transform to connect this
one to transform. And let's disconnect connections to blend and use this bland. Subtract, select,
Transform, control. Make something like this. Let's try changing the shapes. C, D on this part of the graph. Let's change this to 0.1 to May be some like this. Move, this one a bit down. Squeeze inner parts. All right, now we
have this shape. Domain share. Something like this. Subtracted shape,
something like this. We don't need this
too to deterrence. For more. Let's go to the spot and make
it a little bit thicker. That's more like it. Let's do this part. Create a shape note, and steal this to transform
and make it a smaller. Let's say. It's first blender. Maximum blending mode,
and change D shapes size. Something like this. Now, let's move
that down. Maybe. Here. Let me see. Let's
move this one down. Also the subtracted one. Go back and inhibit down. Maybe. Alright. Now let's duplicate this to. We blend them together. Or maybe height
blend them together. Did it to blend and
**** for ICT blend. One down, one up. This up, a bit of
height difference. Now let's blend them. This time also, let's use blend. Alright. Let's make the top one
day it a bit wider. Now let's see the
result in 3D view. Drag. And throughout the connection. Now we have this thing. Alright. Now it's a good time to hit
Save and saved the graph. Now we need to have
inner part door. You remember
something like this? Let me see. Can
use the old trick. Let's go here. Maybe duplicate this part. Alright. Now let's go and
create eight heights. Blend D or gentle to the back. To front. This time. It's different. Now. Let me see here. Let's drag this one down. This one also. That was a problem. We
need to have a inner part. So let's go and see
what we have here. And its height. Blend. This part before
the button parts. Push it down. And let's use spot. Also. Could use doors, day window frame as a subtract. So maybe It's better. Let's test it. Let's create the window
frame by duplicating dis. Scale this down. Maybe six for now. Alright, now let's go to maybe parts. First of all, let's
create a uniform color. Switched to grayscale value
and making it flights. Put it in grand off the height, blend this onto the foreground. That it's changed
the height value. To have something to subtract
this part, I'll tough. So let's go and get a blend. This one to output, output to the back. Good enough to
blend this move up. This one as subtext. Needs to have some changes. And maybe put it before. Alright, That's better. Let's go and move
this down a bit. And also this one down, a bit up. Maybe make it a
little bit narrow. So now let's go and connect the output. Here. Now let's look at the outwards result and
change D. Subtract one, maybe make it somewhere here. Now. Not bet. In this part anymore. It's add some frames and make it an intimate organized. Here. I'm going to make a frame
named at frame, subtract. And they're often not named dad. Whole teaching at frame, maybe mainframe or
some like that. All right. Now we have our door
and window bought. At actual window. We have a distinct we have
eight frame to create a door, something like this
that VR did before. So let's go and copy these two node D.
Drag them down here. Now, let's put the
mask into the bank. Now we have something like this. Value. We need to have 12341234. Needs to meet, move down to pulsation and
offset vertically. Like this. Maybe
need a bit more. All right, 1234 and
same as before, we need to have for AIM as well. So let me see what day. All right. Let's go and create. Let's borrow solve,
transform to this. Create a height blend the frame
and transform to D. Let's double-click on the height
mask output and say D to D trans form. Let me see. Yeah, make it a bit smaller. And see there is salts. Alright, net bad. Let's invert by Grab drag and search for invert grayscale. And now we have our frame. The best frame. Good enough. Let's make another blend. Put this in bag
and make dead max. And I bet. Now window frame. To do that we need to
have height splint, height difference, Shift
and drag the connections. Alright, data bit of height, scale something like days, and go to this part. Here. Let's put it all right here. Put this down. That's not bet. We have our window. Create it. Before. Maybe. Combining
these two together, we need to add a
blue or gray scale. Quality, a 100% of
blur intensity. Now we have nice
looking heights. Maybe not here, and disconnect here. And also make a
duplicate and puts. All right, Good. Now let's combine them
together. It's concerned S. You can combine them
by hand and arrange the window and door as desired. And also we can
use tile journey. What did I make? Generator? Put the door. Pattern input, change the pattern inside the degenerate to
appropriately to MH. Make it to bite to
a half for change the pattern input non-motor to change the pattern number by number. But during distribution. Now the vendor and
put it in pattern to. Now let's go and
select these two. The gray one that
you see in 2D view, height blend and uniform
Kinetic Control. Drag and drop it here. Let's combine them with D door. A bit less detail. Generate or now go back. And let's reduce. Let's see. Let's go to a height. Blend. May be, make it the exact same. Let's copy it again, control D, Select drag, and throughout this, Let's see, Did not the same. So let's change the
value to some like this. Let's go back to
door. We have 12. So let's go to here and push the sick and live a little bit in front. Let's discuss to be back door. Push it out. Another height blend. Let's connect the generator
to the output shift. Drag. Now let's use our eyes to balance the height. All right. As you can see, two door needs to be
down and window ops. So let's drag and drop
this into input connect Shift and hit X and display. We can add a NTDs. So let's go back to material. As you remember, already pinned down material
setting here, material default to edit. Let's go down. Change the height
is something like this. This is good. Now, in the next part
I'm going to break vol, I guess in the top
and disseminate wall, the bottom and also
continue this frame, this frame, and make it a
bit more plans and to look. Alright. See you in next part.
11. Adding details on displacement: Alright, now that we have the door and window
created sitting there, Let's add more details. First of all, let's go
and add a transform 2D. Did the door before connecting
to the tile generator, called a shift out in
the corner and make it a bit smaller. A little bit more. All right, let's leave it
there and arranged more. After adding details. Same thing to Window. Add a transform. Basic parameters and
absolute no tiling. This is Iowa's dot gov out. This is more a bit annoying
to do this every time. Because it dead I creating the
duplicate off transform to D with no tight link
that to the front. And let's make the
window smaller. Can see I'm going
shrinking window with backgrounds so I don't have
the background no more. So let's go and
fix this problem. Add a uniform color,
make it grayscale, and maybe go to something like 0.5 int float value and connect
that to the background. That's not the solution. So let's go. Let's disconnect this
height blend here. Alright, alright, alright. Let's add the acute,
the heights blend. But let's mask it. Using this mask. Not maybe this mask. See. Not need to invert the mask. Let's add invert grayscale
and invert this mask. All right, Now let's
bring that mistake. If I disable this, I'm going to lose this part. So let's make that part again. Going to drag this blend to have to fill this
gap right here. Let's go see what we have. All right, Let's use Invert. Invert this part. Now we have two
separate white area divided by this black area. Now we can use fluid-filled
to make them different. Flowed feel to random
grayscale to divide them. Right, and now let's
add a histogram. Select to select a part
of the grayscale value. Obviously, it's not decays in
this scenario. Let me see. Maybe if I create another
inverts and invert this part, blend these two together. Let me see what we have here. This is our window. So let's copy the window throughout D. Move it over here. Delete these parts. It's cool. Invert D window. Now let's heat blend,
maybe in debt. So let's create a blend. Now push it a little bit down. Now. Let's go and move this up. Grab one off. This transforms. Use maybe this shape. More time to the
mask or a plus C, D input of the blend. And make it not. It's greater than other blend. Same arrangement, but
in another blend. Keep it in a copy blending mode. Alright, now, push this up, connected to hide splint. And yet it's going to
work successfully, bring back D frame. And also bypassed it. Bluer. And at the blue or maybe little bit more blue. That's good. Now we're
going to need to have heights blend
background for the doors. So let's get rid of debt. And now we have let
me double-click. Now we have disc arrangement. All right, that's
better. Much better. All right, Let's select this part named at the window. Good. Now let's
add a brick wall. The top. Let's go. Tile edge in the right
order. Generator. Put the pattern in square, make it less and less. Among. Make it little bit bigger. Let us now go down to offsets. 0.512 set. Now we have break lot. Maybe need a bit more gap, dad much between bricks. So now we are here. Let's add a little bit of luminous randomness
to deep breaks. If I connect the brakes to the altitude and connect
the only breaks. So let's see what happens. This is the result of bricks
having a little bit off. Randomness to luminous. If I drop down slider, you can see debriefs
have the same height. But if I bring back
the randomness, as you can see, there are, have different heights randomly. Let's go and add this
breaks to the top part, the window part, maybe maybe to the
bottom part. Let's see. I can see I used tile generator and
tile generator is a little bit basic for this. Let's use TI sampler. Sampler has the same settings. Default in square pattern. Native bit more breaks, more scale, something like this. Maybe a bit less. 95. More breaks in y-axis. Six to 40, maybe less. Why? White? Maybe more. Overall, scale. Same as before. Offset, find the offsetting
causation and put that at the 0.5 value. In color section, let's add
a kind of random desk the same as eliminates random
color, random little bit. See, sampler. All right, that's pretty much the same. So there is an amusing tie
sampler overtime generator is I can tell that the brakes to generate in certain part of the
tile by using mask. So let's find our mask. This can be my arm mask. So let's create a sticker on a scan to target the white
areas position all the way. And you don't need to contrast. Contrast to position
is good enough. Soap. Bringing this down and
connect the output to D. What is it? Mask, map, input,
nothing happening. So let's go and go down
to the color section. And you can find mosque Mab a
threshold in a all the way. As you can see, we need
to invert the mask. And as a result, we have predicts in some parts. Now let's heights and blend. The door. Bricks. Blend door in front
or foreground or top. Bricks in background. That's it. This is the result. So obviously has some problems. Can be solved by
introducing more breaks. But veto need to do. So. Let's say, but the connection
down to the color, no mosque MAP threshold
and also no height blend. So let's use this door has mask. Let's go and create
simple blend. This one. Does it. Background
this one to the mask? And as you can see, we have this part of the model mask it. So let's add this
spot of ground. Maybe. Hold shift. This one to foreground. Was good enough so it's
used heights but end. And put this in back. Put the door in front. And as you can see, if you
have some gaps going on here. And that would be
because f d door, the door is exact
size of the mosque, the exact size of the door. So let's add a lure the door and add another
histogram, scan after blues. Now we can control the door position in a bit. Let's add that to the mask. And as you can see
to GAVI is gone. Let's go back to histogram
a scan and have some fun. So if I move this
slider, as you can see, we can change the
position. That's good. Let's keep our graph
organized so you can select the node and
hit D to duck denote. To get around inside
the, for example, the blend not moved this
connection to the top. Now we have bricks. We did door. And also we have control over
the door depth. This for now. Height blend value
to the generator. The connections can see if you have to connect density button. You can see if you have
going on the button parts. All right, that's good. So let's go and add a frame between Windows. And maybe at frame all the way
to the whole tank would be possible by using an older maybe tile sampler
or tight generator. Let's use Sandler
Control D to duplicate. Now. That's use, maybe see those shapes and keep it square. Connect the output to
input and you know, the trail go down to
Color, SQL, input. It's all gone. Go back to shape and
scale that down. Again. See, we have some
predicts going on. And the reason is missing
some parts because D offsets. So let's go back
and use no offset. Let's make them or
a square like this. All right, now let's
see what we can do. Disk parts. Let's add that to
the spot first. Duplicate the height
and blend, not. Go and add this bar to
predict batch. Let's tweak D. Add more breaks. Scale the mask up. Also. You can use the full size mass and
change the maybe IX video. Alright, let's go and
maybe the brakes. Let's elevate something like this and put that to
the tile generator. And this is the result. Now we need to get rid FDI. Color, randomness, maybe size, make this escape and gender. Or overall. One. This is scale, maybe 95. Alright. No color. Right now we have something offset. That's good. That
is really good. Let's get through this. Jenkins by, you know, where does it to
below HQ Kruskal, more quantity and
less intensity. Zoom, zoom and see the video. All right. That's good. Let's make him more square. Maybe. This good. Now. Ve created
the half of tile. So let's go to Window. Where does it mean? No here. But first, let me arrange this. Parts. Unlike dis. Also in this situation,
as you can see, D connection goes behind the timestamp or
they're not pleasant. So hold the Alt and how that connection can
move the divider. Put it here. All right, Now let's move this here. Heat can de, too dark
and a D to the bank. Alright, now, so tight
generator of the outputs. Let's go and add
something to the window. Maybe something similar, but maybe something like
d is in concept a frame. So let's go and create a shape. Note squared is good. Be entered and blend. And also, let's duplicate
this same shape. Go to Blend Mode, switch the blending
mode to subtract, go to the top, shave and
make it a smaller, simpler. So maybe a bit less. And the x-value more. Maybe 995, 0.9595, and d overall escape. Alright, now, let's
add another shape. It's Control D. You enough, this 2D transforms. Alright. Now let's shrink. In y axis. It blends, blend, and
maybe blend them together. I'm trying to do this part. All right. Let's move this thing down. At some elevation. Move it a bit down. And mortar squeeze. Let me see. Some like this. Alright, now, let's go and maybe blend them
to get her with a window. Max. Let's hit gas static output and put it in pattern one. This is the result. Let's go back to
maybe this part. Push this down a bit, and go to this bar. Ab, push it down at it a bit. Make it bigger in y. That's good. That's really good. So let's go back here to the second shape and make this bigger,
something like this. And that's good. Before connecting. Here, we need to add
something to act as concrete. Here. Let's go. Maybe go to texture and generators. Maybe grab DQ and
BMW, spot three. And also I believe we
have a software fractal, some acidic and means to the middle to have
something like this. Let's add a histogram range. Range off one, branch off one n. Sum like this. Select and putting a blend, blend them together by
using a guess, multiply. But this opacity to
have soft effect. All right, let's hit D and
D to dock all of them. Let's use another
heights and blend. Bear for armed and push it back. Here. Put it to blend. That's not too bad, but lost the window. So let's go. Maybe. Let me see something like this. C2 mask. Let's check our masks. Mask is good. We need to subtract the window. So let's hit blend. What did him back? Not that the mask in batch. Let's find the window, maybe this and subtract. That's it. This is the one. We need to have a blue HQ control. Let's add a histogram. Skin Control, D y dot, d dot. Alright, now we
have this part in white into the mask greater than other blend. Put it in for this one in mask. All right, we need to use a duplicate version of
this transform today as we already change the mask. All right, let me change. We need to have this part, alright. Great. An inverted Grayscale. Connect to the Transform tool. Inverts. Again, not Sophie invert. D to dock. This nods there again
to drop to the opacity. Now we have something
like this. Now. We have our window back. Now the same team D, whereas it the door mask, we need to have
this arrangement. Let's throw D,
bring dim it down. Here. Connect the window mask, a bit of below. Now replace the input. Now we have no gap here. That's great. Let's add a bit of blue here. Create another blurry
HQ and less intensity. Maybe here after I blend. That's good. Now we need to have. A frame, a deep button. So let's go to the
door and it's see, VRB can put D frame here. So let's create shape. Use this transform to make that smaller in y. And we need to
subtract the door. So let's go and find maybe this BAD blend right here. And put that in front, grabbed it blend,
put it over here. This one is back in
big and subtract. Now we have this part, only. Go get it another height splint. Put that in. Grand. This one is background, and that's not good enough. So let's use a transform. Our maybe duplicate this to come thrown. See the result. Go back to transform and it's smoothed at something like this. Let's come through
the elevation. Now connected to the tile
sampler title generator. Because we are using
transform retinol tiling. It's not going to tiles. We can use a three-week
select the transform to D, hold control and ********
outside of the UV area. Now we have distinct
right now to bet. So in this part DO created
the brick wall, some frames, some basic concrete, and now we have some
like this. Alright. Indeed, next spot,
you're going to destroy the whole ting and
add some damage, cracks and other effects. I see you in next part.
12. Making surface damage: Alright, let's go and
add some details. But first of all, let's make this column
a little bit wider. So let's find that here. So select the shape, make it a bit wider. It's good. Now for adding details or damage to
the breaks or other things. I'm usually using. Solve my creations all my
notes that I created before. Dad, I'm going to use them. Other sections of the tutorial. But in this part I'm going
to use basic methods. Let's go and start
maybe from here. Yeah, this is good. So let's go and damage
to the door frame. To do that, you have
several options. But the best option
that I'm going to show you is using slope blurs, snippet or gray
scaling this case. So let's go and connect the slope Lord
to grayscale value. Output, the output node
of the door frame. For a slope, Let's go and use maybe inside texture,
grinds or texture. Or is it let me make this
wider texture generators. Let's go and maybe
find one or two. Let's test them. If I connect the output
of the Cloud to slope, it's going to destroy
the whole shape. We need to change
the mode to mean. To target the minimum brightness and put the sample on the top all the way up throughout
the intensity. And let me zoom. If I decrease the intensity, as you can see, we have
some damage going on. All right. It's good. If you need to make the damage more
bigger or NADH sub-L, you can use Transform 2D and zoom to the Cloud,
to the grunge. Do that, select the
connection space and looked for transplant 2D. It's going to add
in between denotes. So let me arrange them. Select, Transform 2D, right-click and scale
up or scale down. Now, let's try scaling down. As you can see,
Dad going to FFD. Overall, size of the locked, does the actual
size of the cloud. And this is the result. Now, let's look at the 3D view. Now connect the damage. One. Can see we have we have
damage around the frame. Now, as I remember correctly, yeah, we have blower here. Let's increase the blue. That's going to make
more room to damage. Also, you can change the mode of the slope
floor as you desire. But the mean is better. Let's go and maybe
change the texture. 2d Pelley, nice. Let's try curling and
pulling notes going to add more bigger damage. You can see some new NYC VOP
effects going on right now. If I duplicate the slope blue, Let's duck this by hitting D. It's cutthroat D. Delete the Perlin
noise in second von. Replace that. Now we have two shapes
off stage of damage. All right, after
the peak damage, let's connect it to slope. At some finite damage. That's good. The surface damage I'm going
to use normal for that. Going to do that in this part. So let's go and use the same
technique over and over. It's Control D. Let's use
the maybe on predicts. Just replace the input. Let's see the result. As you can see, all
the body are damaged. So let's go back
to Perlin noise. Just one-click, change the size. And also one click on
slope blur and change the size of the
intensity has gets C, it's going to break up. Alright, something like that. And let's go. And delete D, transform to d by
hitting backspace. Alright. Now, maybe let's see, use different cloud
cloud for this one. Delete the Cloud D and let's
go and see the results. Much better. Maybe less effect. And also, we can use a gray scale to add a bit of roundness
around the edge of the bricks to have more room to add damage. So let's go to that slope blur. Maybe. Also, you can control the effect of the
Cloud by using histogram. Let's select the
connection space and you stick it on her ranch. So let's go and
change the range and to change the position all the way down. Let me zoom. Let's see, this is 0
position or no effect. And if I increase the size
is he can't see we can introduce the effect
D, D too dark. So let's go and replace that. Now we have our
obliques damaged. It's at histograms,
range f there. Perlin noise and control,
the purlin effects. All right, let's go
to material edits and putting d. Where does it the
height, little bit down. Like this may be 1.5 is good. Alright, now let's go to tile. Some players have less gaps, bit more. And also layered emit less. Alright. Now it's stuck. This notes. Maybe move down here. Maybe select notes
by holding Control. Move them a bit back here. Alright. Now we need to do the same
team here, button frame. So let's go and hit D, duplicate D and move them up. This connection to their HQ. Let's see, there is. Alright, let's change
some sitting in Instagram range to
add more damage. Also move them here and
replace the connection. Now we have damage here as well. Now we need to this one they inhibit up something like this. And maybe this one lid
a bit down, up, down. Now, made a mistake. I need to see the frame. All right. Now it's safe. And also it's gone
through D. Same team. Go to this title
sampler board there. That's good enough. And also nobler. Less histogram under
Perlin noise side. More blue. All right. Now, it's
at some cracks. I believe the half
crack here, correct? Scratch? No. I believe we have
something to work with. So let's select the texture
generators and change the icons to maybe medium. All right. It's dry cell one
and cell three. Cell one is good. So let's put over maybe here. All right. Now, first of all, if you need to change the
escape hardness and that's going to get As contrast. So we have disorder
there as well. So we need to deform. So let's go and use a
new node called var up. Alright. So let's go and input
D cell to input. Now part of the VOP and maybe use Perlin noise to
derive the warp. All right, As you can see, it's going to destroy the whole tank. So let's go and
drop the intensity. Scale d, Perlin noise. Sci Fi, have something
else to use. Maybe cloud is better. Now we have some
cracks in overall. Let's go and add a
blend note to the back. Now maybe add a purlin foreground. Set the blending
mode to multiply. I'm going to subtract
this better. It's going to hide some
part of the cracks. Alright, let's add
the correct Maybe this part hit and B
to create a blend. Dysfunction to forget on
this one too, background. Subtract, Zoom and look closely. Now let's go back to sell
and change the scale. Also the hardness. It's good. Now if you want to add
more randomness and big D uniform that
you can see here. You can use fluid-filled. Let's use a fluid-filled. There are maybe yep. This grit skills slope blur. If you float feel it's
going to look like this. After data use for letting
me to random grayscale. Going to add more randomness. Now, you can use blend before this blend before blending the cracks,
use another blend. Dad, cracking back, slope, random grad school in front. Subtract. Maybe multiply. Let's select the connections
IX to invert and maybe use C. B can use. Let me go find that again. It x can use subtract, multiply, and we need to. A histogram, histogram
select sig debt. Let's see you sitting to target specific predicts. Delete this blend. Maybe add more contrast. Alright, use this as mask. Now what we are telling
the substances I know the only part
that you allow to visualize corrects is this pretty extensively
are selected. So let's see the result. We have Craig's on some
breaks and not others. Let's change the selection. Histogram select position. Can see we have some movements. All right, Let's
change the hardness. Also VR, subtracting the
cracks out of D bricks. We have control over the
depth of the correct. Now let's switch. Correct. No crack vault and
see the result. And via port. Yeah, we have some cracks, successfully iterate
it. Alright. Now we can use this trick. Maybe this part of the model. Let's reuse the cracks. So let's go and create a blend. Subtract, maybe duplicate this
part and fit Dad. We need to use the original select deep breaks columns and
put it in back. This one is mask and
this one is good. And as you can see, you
have crag on the columns. It's changed the column inputs. Maybe less, correct. Also, let's hit
duplicate and crack. Here. Let's look closely. Little bit of randomness. Maybe less, maybe more hardness. All right, That's good. Let's go select this parts. Maybe D, C range. And this damage is a codon. Now, go and find
D damage in here. This is our h damage. This is our Correct. Organize data. Frame, change the name. And this is the bottom frame. So now let's move down Alt and click here, make it point. Up. This up. Yeah. Now we need to, we need to add a damage to outside frame of
the window as well. To copy this damage. It duplicates. Let's find out various
D outside frame here. Alright, let's change that. Let's see the result. This to match. Control that. All right, switch
back to the damage. One less bloody. Same team. For AIM. Dark shapes first, it's going to populate the
graph freely bed. So it's Control D on damage. The frame. Delete this blue. Replace damaged.
And as you can see, if you have damage going on. Alright, good. I'm going to name
this part later. So let's find out cement. Here it is. So let's go put that in, maybe front or back and
create a Perlin noise. Kit little bit, beak. Double-click on Blend and change the blending
mode to maybe multiply. Acidic the connection
space and a histogram. Drench range. One. Something like this. It's going to add some
variation and height, dear friends between
part of the concrete. So let's replace
that. Let me zoom. A change D pulsation. As you can see, it's going to move the part of the segment. So let's go and duck at these grid and other planned before masking
the window out. Didn't back. And let's find a really
damaged grunge Sunday, maybe to the front. Let's go to Blending
Mode and change debt. To something like Max is
good but less opacity. By Lance, less contrast. Let's add debt. Can see we have some
radiation to concrete, but it's a little bit big. So let's go and use a
new node called net, new in Substance
Designer new for you and safe transfer
to save transform. As the name says, it's going to tile more
upset and rotate safely. Repeat. Buy Tide debt two
times nel feet deep blend. It's going to tie in that
safety in too tight. So let's drop the opacity. That's good. Now, maybe dark this too. All right, Let's
go to this column. And maybe a little bit of color variation
or color random. That was the problem. Do the debt. You can
add color random after tight sampler
weights off the field. And also for let V
random and grit scale. So we already have that. So let's go and
expand this frame. Like so. Create another
blend that in back. Let's put this file in front, the fluid-filled to
random grid scale and make it multiply. Not so less opacity. Now fit the slope. Love this. You can see we have
some variation in the height department
to the columns. And you have cones rollover
debt by using opacity. Now it's a good time to add little bit of
random rotation or random position in columns
and also in bricks. So little bit of random
position and rotation. A bit of random rotation. That much. All right, good. Alright. And also in bricks, go and select this
date stamp for the bricks and go
all the way down. Maybe a little bit of rotation. And also a bit off causation. And maybe offset 5k and find. Alright, can use the
offset and put it off. All right, that's good. Wood pattern and
color for dv1 door. I'm going to add in normal part, normal part of the video
and also the roughness. So this is good for now. But something is missing. And as it declines alone for
a year window, where is it? Here? Before? Combine them
together by ICT blend. Let's add a blend naught, this is close to beg. And let me see. Maybe something like three, maybe at that to the front and multiply low. Several times. Maybe David less opacity. All right, that's good as well. It d too dark. Now we are good to go to the next spot and
that would be normal. I think some detail in normal Department off their
debt if you are creating DIY roughness and metal
to have some shininess to four windows and less shiny
on the bricks and cement. So I see you in next part.
13. Adding normal details: Alright, now let's go
and watch on our normal. Move this tink and select the whole team and put it in frame called heights. Alright, let's change the color as well. Something like this. Now move to hold height
section, maybe I'll hear. All right. Let's go change the position
after the last note. Note. We have already made
already normal map, but it's a normal generate
it for ARM height. This is not bad. We can use this and combine
debt to other normal value. We don't have any surface value. The only part we have
surface value is cement. So let's go and find the bricks. Here. Add a height to normal. What you need. Let's maybe use one. Let me go to Performance
and find the graph. Now. Need to change the normal value. To direct OpenGL by default. Let's add more surface size. Let's tidy hello. Several times. Let me see. Maybe von being dispatch. Let's see Use naught
called normal. Is it normal blend? Normal blend is basically
isn't just a normal, basic basic blend
mode like NADH. The only thing is difference as the blending mode
is locked it to, I believe at SOP. Let's test that theory. But that foreground
and background, yeah. That's basically the same
result as normal blend, but none of the lens, it's going to use a mask to
drive the normal. So let's go and add the mask. See, blend that before. Let's go. Maybe duplicate this time. Did it to tie top menu, place the bottom
value, distinct? Use this as a mask. I'm not quite sure. Let's use normal blend. For now. Go to tidy generator. Maybe. Let's narrow our search
to something like this. Alright, let's use the mask. Going to see Dr. D. Normal details over
DI, normal output. But these are wrong vase. So let's go ahead and maybe normal details to this height value. Creating the height to normal. Duplicate these heights
are normal or the space. Use this breaks as input. Can see, we have
normal input value. Let's increase the depth. Put it down. No mask. Saved it here. This one. Let's go. Maybe find D. This one. Duplicate. Use this as inputs and maybe change the input
noise to something else. You can use masking. A blending mode if you want. Simply at a histogram
skin naught at something like
this, d opacity. Now you have noise only. Andi column parts. Also hit Control D control and copied the bricks
used as big mask. Now, we can combine this two together by using another blend. Note. Duplicate this
one, delete connections, foreground and background. Maybe. Something like this. This way you can make your Norman's separate
from the height value. In this case, I'm
going to use AI to normal board space units. At this values to the height. And let the substance
designer generate the normal for me is
the height here. I'm going to blend this part. Multiply less opacity. It's delete this. So each debt this normal,
Alright, that's good. It's going to bring back
the value or the columns. Now, the columns Control
D on Blend Mode. Now, switch the inputs
with new noise. More NYSE, and switch the input. Now we have some stone
vaulting going on. Also the same team
for the button frame, whereas it up here, go up here, and switch in a, in a bit. Also columns. Now, the window part, you need to sum
takes chair, seat. Frame here. Before blending the
frame it a window. Add a note. Maybe you some like this. Could multiply something like this. That's a window. It's good. Also. I believe I'm using D window. That's all right. All right. For the doors. Same tank door. Nuts. Concert D made a mistake. Dam was. Let's find the door. All right, Now we have
some effects going on, on deep frame of the door. Now for D concrete
frame after door, we need to find a
place to do that. Maybe here. D detail
apart and replace the Input value. Now let's see there is a bit too much more, less opacity. Same thing, the exact same
team for window frame. Where is it? Here? Maybe more of a city. Replace the inputs. It's too much. That's good. All right, I think we're done with the non-Muslim
displacement. Abnormal result is this
little bit of error here. Let's find the mass mask for Simmons here. Alright, now that's done. We need to push this codons. It's finding the height
blend off the columns. Here. Pushed him down a bit. Let's push out to break bones. Now. Maybe we need to add some
more terms between bricks. Let's find the brakes. Clean breaks.
Something like this. More advanced technique. What I'm going to
teach you anyway, because we are not going
to make another PDQ. So it's good to know histogram. Whereas it scan. Maybe here. Let's select our bricks gray scale. Now we have something like this. Let's go and make your blend. Subdirectory. Door, door, maybe subtract out, breaks. Maybe use eight, transform
2D control and copied it. Connection control, make
it a little bit bigger. All right, now,
let's use and gnawed called Monte direction on
or is it my t direction? Barf in grayscale? Alright, but before that, let's use a blue HQ to
expand the more towers. Maybe a histograms
scan after the bluer. All right, Now, let's
see what some who like. Where is it? Two feet that to the intensity. Now we have something like this. Now, let's add a non uniform. Let me see. Did the wrong notes. So let's go and let's use a non-uniform
blue or gray scale. And put the output in inputs. More sample, less intensity. And Dan feed that
to my directional. Going to create our Siemens or more targets for us. Now we have some more tours. So let's heights blend. 2d maybe. Here. It breaks. Height blend predicts
mortality in front. Use the offsets belongs
to derive D Simmons. How beautiful is dead? We have Simmons
between our bricks. We have control over
death. Can see. Let's see you same technique. This note. To drive DSM and
off the columns. We need to move height up. Maybe from here,
bring debt down. Let's use same technique. I guess. D. D. We need to invert that
before connecting to blur. Maybe. You need to have Histogram scan or not. Let me see. Oh, we have
the histogram is scan. One can see that's going to create the cement
or this part automatically. Let's see if I have deep mask. We don't have to mask. So Let's go maybe use
this invert lawn. Let's use this inverted one. Display survived. Use histogram a
scan. This is it. Select the mortar. Lend mask. Needs to be inverted. Inverted Grayscale. Now this is our Simmons. Let's hide, blend
that two columns. Goes to back to foreground
and let's see up close. All right, now,
let's replace that. Now we have some segment, but I'm not happy
with this mask. So let's delete the mask. Make a shape. Maybe days in background. Put this in foreground. Subtract. Let's change the X
video of the mask. And as you can see, also we have control over the Simmon's position. That's nice. Guys. Successfully created segment. So the only thing that
bothers me is the cement. It's not thick enough
to fill the gaps. Increase the blue. And it's going to
solve that problem. Let's go to non-uniform
directional. Maybe a bit lists. And also in height blend. That's good enough. So let's go and the next part, work on D, roughness, value or shininess of
the whole immaterial. And after the coloring, I see you in next part.
14. Working on roughness: All right, As you can see, it's quite a graph right now, so let's make it bigger. Let's go and change
the roughness values. And to do that, we need to have roughness
for each part den, use the same tangent editor
tool, Tyler roughness value. Let's go find it. First. Maybe have some invert this part. Duplicate the glass. Maybe set that to switch. And this is our glass
parts. As you can see. Now, it's splitting this down. We need to find our
door glass and they would switch as well. Putting back down. Here, we have two glass. We need to find our
frame for the window. And there would be maybe here. Let's use that one. I'm putting here,
putting it here, and let's find the door frame, maybe here before the blending. All right. Now, let's go
and create a uniform color. This is going to be
our base roughness. Let's set that to
maybe set that to one full year enoughness
and create a blend, not use the door frame. Has mask. Put this
in background, Control D, and create new
uniform and put in France. And maybe a little
bit less rough. Same thing for the window frame. Let's search window frame. See we have breaks, so let's use the brakes. Put the windows down. Create another Blend. Blend Mode to beg off the frame. Uniform. Let's use predicts. Also make them off. We already have the
roughness value for the bricks are going
to be a bit off. So let's go. It to blend duplicate D uniform to the foreground. We are going to use
the glass mask. Background. Acidic does
make you less off. Alright, bye. I need to add more variation
to the roughness. So let's go find, find. Something like this. Sql or SQL blend. Blend by using Multiply, maybe to create
something like this. Now we have some
other variation here. Maybe native it less. Alright. Now let's
do the same tank. Use deep mask window
frame as input. Acidic the wrong thing. No. Door. And this
is the window. Sure. Yep. Mass. So let's switch them. All right, now as you can see, we need to cut the button. So let's go ahead and find GSD. To find here. Staying it's
to be cuts the window. So let's create a histogram. Scan and putting debt down. Make and blend and subtract. Dan connect, doing.
Alright, That's right. Now. Let's use the
generator control D. Bottom part is a window door. All right, now we have
some roughness going on. Let's go to our base material. User-defined maps
enable the roughness, roughness to D, material input. All right, you have some errors. See the results. We see me find the door. Sci fi, select the wrong door frame. Let me see if I did. I did transforms. Let's select Transform. And maybe you see it. Also in here. That's layered a bit better. Control shift and
rotate the light. Less roughness to the Windows. Need to cut this part out. So let's find this part. Let me see. Let's
create another blend. Take this and put
it in foreground. All the way down. Subtract. Yep, that's going to push the roughness inside
the glass, not outside. Can see if you have
roughness. Only. Last part. Now, let's add our metallic. Let's go and create another
blend and a uniform color. And make it invite
and make it black. Simple. We need to set deep white in front and black
and back and use this mask. Now, this area
would be metallic. Let's move that over here. Enable the middle leak. Input by default is black. So let's go and connect debt. Debt. Let's go and used
same tile generator. Now. Part of all, let's solve the
roughness problem. Now I'm going to save
indeed metallic for now. Now let's go and see
what's the problem. Create a blend not borrowed
is Suan and foreground. Blend. Subtract that. Dan, connect it to SQL. I believe we have transform. This is it, it Control D. Let's go here. D here. The window part is good. Now, let's go and
use this mask to Dr. D or S stuffed metallic. So in order to do that, we can blend the top fin
door and button window. No, I can't do it. Let's go and duplicate this. This time, use the
window glass mask. Dare to the tile generator. Now we have this mask. Let's go to our base material,
enable the metallic. Now as you can see, we have metallic glass. Alright, let's add, delete 1.5 days inputs and share
them between two nodes. We can control the metallic over OneNote octets, not D part. White one. We need to change. Being dead back a little bit. Change the HDR. Something like this. So we can see the
HDR affliction. So we're doing good. Let me see. More
roughness, variation. Here to the Windows. Also. Doors. That's good. Now hit Save. Let's name dismiss for
AIM or is it a frame? Let's name dat roughness. And also this part as well. This one. Let me see. Frame. Metallic. Yeah, that's good. Now, if you want to, we can add effects after the tide and add
that to roughness value. Maybe you need to have some
rain stain over the top, the top of the building. Something like, let me go
to texture generators. Find maybe some like
this, whereas it here. All right, now let's
it blend Berlin dad, title generator, roughness,
tight generator. And let's go and blend. This two to gather this. Maybe not blend, Let's
go and use histograms. Addict. Ringo's inverts the Cresco. Now we have something like this. Now we also have breaks in Thai generator
inside the height. So let's go and blend this grunge dietary taught before blending the
glasses. Let's go at it. Maybe multiply a bit less. Now we have this thing. Here, we have more glossiness
and let's see the result. We have more shininess. Some places. As I change the parliaments. Now, let's go and
add a histogram, range control and copd value
of the in displacement. Like this. Replace
that with the input. Now. Introduce more roughness
to some parts. Can see we have roughness
here and often is here and less than S down here. And also you can mask deaths. So maybe blend shape to the front. Selected connection
transformed to a t, go to base, but I'm thirsty and change to absolute tiling. All right, let's connect that to see suits deep blending mode to subtract, change scale. Now let's connect it to blend. Now we have in SNS only on top. Let's go and hire. Can see we have this over here. So let's go and change
this blending mode. Let's go change the HDR. Some like maybe to
see more clearly. We need to have. All
right, that's good. To have gluttonous just
up here. Now it's good. Let's go and do. In the next part.
Finish up the material. Alright. See you
in the next video.
15. Basic color: All right, let's go on and
start building the color. Right now we are using discover. You need to part of the
model their own color. So let's start masking. We already made the
mask for glass. Let's continue do debt. And may mask for baby. Bricks. Discuss them. And also the curve DSR,
also window frame. So let's go and find the brakes. See. All right. This is good. Starving our bricks and mortars. Let's go and use a hostile scan. The bricks. Let's go and
select them like so. Does our bricks. Same team for more targets. Ramp over here. Maybe let's use the same tank. This histogram, this
is already perfect. So let's go and blend them. Let me see. All right. Let's create a blend, not be enter and use
the bricks as mask. Maybe uniform solid color, maybe some color out. This image predicts. Now, let's go and
duplicate this color. Make it a bit darker. In bench. Duplicate this. And use the mortar as mask. Maybe select the lighter color. Delete the background
and use the brakes. A background. As you can see, we're already making
some progress. Maybe using stuck around. It's another bad idea. Because as you can see, if you have a plus C, d, E is going on here. Hold control and
move the connection. Now we have more
total colors showing. Now, let's go and maybe find d. This. Create a blend, not put a mask, move them, blend more
naught to the US. Does S1 S background color? Duplicate the color? Let me duplicate this color and add more light. Now we have something like this. Also we can blend dismissed. So let's blend frame. Where is it the bottom frame? If I can find debt
Yep. And blending. Max. Now kind of debts. Now we have something like this. Now let's distinct be here. Go to the Window
and find D masks. All right, now let me see. We have, we have this frame. So let's use, see it's a construct deep
and move this one over here. This is our frame. We need to have this frame as well. So let's find here. Before that. Maybe,
yeah, That's good. Now, create a blend. Note. This one back. This one. Max blending mode. Alright, now let's go create a blend not duplicate
and this uniform color. Use the mask, duplicate
the color in back, and maybe make it a bit lighter. Now we have something like this. Now let's find the
doors. Door frame. So we already find
the door frames. Here. I guess this is the right. But we need to add transform you as this as mass. You can create a
blend layer blend, and no other one is background. Let me sample the color. Here. This one is foreground. We need to cut the bottom part. So this this is necessary. Let me see. I believe I cut the hit Control D One more time, Control D. And
this part up here. And replace the back. Good. Let's duplicate D. Yeah, I guess that's good. Duck ****. Yet now we have the window
selected and colored. So let's go and
cut out the door. Another blend. This one is background. Let's find the door frame. This is also we need to make a duplicate of this
transformed to move debt over here and use it as a
mask to get discolored. Put that in for grant. Yeah, but we have
something over here. Let's go and make another blend. This one is background. The button here is foreground. Subtract and use a
death mask. Not good. So let me see
what's the problem. All right, no worries. Let's go and create a shape. Also. Transform 2D base at
parameters and absolute no tie link for ground. Let's see. I believe this one,
intimate beak. This is big. So let's go make it a bit smaller. I hope it's walk. So let's duplicate this tine generator. But in this degenerate tour, if I generate one,
as you can see, we have digital
gray-scale color, so we can't use this
degenerate or for color value. So let's go and in type
generator parameters, go and save the presets. I'm going to save
that in disk name of acetals and make pile, generate tour, color,
go and load presets. That's good. Let's see. Add in output. Go to base material and
release the base color. Now everything is dark. The outputs and
connect to the inputs. All right. Now we
have some issues. Nuts. And the window, no limit on the door. And also this color. Let's go and solve them. I didn't include the column. And before. Another blend, this one background. It's fine. Two columns. Here. Let me see if I have a histogram
is skin or not. Have that. So let's go
and create histograms, scan vital signs. Now, let me see. Let's combine this two together. Max. Now we have
our column spec, also the columns mortar. So let's go and use this. Stick it on the
skin one more time. Here. Blend these two together. Next video. Of course. Also. This one is mask X to switch. S1 is max. And hit Copy. All right, now we
have all Tank set. Something is wrong here. Alright? Alright, I'm going to use this one mask for and
use this as a mask for this. It's controversy.
Problem exactly. This. One more time
reviewing arrange. This is our base breaks. After dad's we added predicts more tar. Good. After dad's. Add the column. Cut em more tough. So let's go. And
did it this one. Duplicate the background and use the mortar. Let's see. All right, the problem
is the ordering. Let's go to the heights blend. And also heights Berlin for
is it the color and mortar? This is the exact mortar
that comes out of the bricks or is it this is the
mortar that I used. So that's a problem. Use this mortar. Debt problems solved. Let me see the other problem. Heights blend mask. We need to get rid
off this white area. So let's find a mask. Something like make a histogram. Skin. Maybe. Find another. This is it. Let's go
and delete this one. If I did that teach, so find one for more tar I did already. This one for let me see. Let's combine to put splints and create
something like this. Maybe. We have some problem here. The more tariff t We can use. Dismiss being shaped node and its subtract x value
and subtract debt. Go and use stats. Now we have some problem
on the door and or frame. It's fine to door frame. Here. Let me see what I use. Or door frame. Use this one. So obviously that's maybe discipline, but I need to remove
the door first. Maybe using this one
is not a bad idea. So let's go and use this
one for the door frame. But it's a bit taller. Duplicate debt, Move
dead in France. Connect and change
D. That's good. All right, now we can connect this blend and this blend the discipline to
make this mask. All right, That's not
too bad. It's duck. Have a profit. Here. To use a blend. Let me see. This part. Control and subtract.
Problems solved. I guess the only problem
here is the window frame. So let me see what they use the 10k to use dismiss SQL. But first of all, we need to blend this mask by ds and verts, subtract to get something like this. Move debt over here
and use it to frame. Not quite. Maybe use another transport
to make it wider. Netstat. I need to go over details in
the next video. See you in the next part.
16. Finishing colors and render: Let's add some details, such as ambient occlusion, character dirt, and so on. Let's go maybe see, let's go on. Indeed, normal. After normal. And let's create a
parameter, a small note, it's going to convert the normal or create curvatures
based on normal value. You can use to target
a specific locations. Acidic, deep level,
and hit Auto Level. Let's play with D. And don'ts. Maybe do something like this. Alright. Now we have a mask. Go up. First of all, at more. Hopefully optimize this. Let me move this tings and D. Now let's add this effect. After generator. Let's go and create a blend, not put this mask. This one is background
and uniform color. And maybe use a gray color. Maybe at the bottom color. Shift and Transfer connects, you can see some edge sharpness. Dropped the opacity. That's good. Right? Now. Let's add a bit of
grant the arts. So maybe duck this one. Create a blend. See his face and
look for grant dirt. It's going to use your position. You don't have position. So we can be our model
and use position. Let's do dad go to Explorer. We didn't import our model. Isn't an option, so let's go maybe grab it dirt. Somebody did this thing. Blend. Gradient. Linear. One. Also can use gradient. Mask. Dad in foreground. Acidic deep connection,
add a sticker on skin. Gradient. Now you can have
control over the gradient map. And used that as a mask. Maybe darker color, skin. See, we have some grants that we need to thrive properly. Let's add a safe
transform grayscale after the grunge. Few times. Now, It's fine. D doors. Maybe maybe IMRT
version of this. Inverted in grayscale. Move that over here. Duplicate the clinic. Maybe blend. Nice. Now we have depth Only in here. So let's go and throw
up the opacity. Also. Go a bit further by
using ambient occlusion. Ambient altough our height splint to mask together. Max, blending mode, put that shift and connect. And as you can see, we have this kind of
effects going on. All right, let's have
enough color to Windows. We already have the window. Seat. Duplicate and this node go up. Blend. This one is background. This is our mask. Make another uniform and
did a bit of blue color. Something like this. List. Now we have window. Alright, that's quite good. Control S Now, for
the render part, we need to use up, actually, we have two options. You can use this Bengio
render, a safety render, or you can use a Ira render engine or D render naught. Naught is going to grab your material and
grab your employment. May have had some options to render your material
aren't properly. Let's use this one for chapter and next chapter I'm
going to use IRI. Great. Now, double-click and the PBR
render or not. Let me see. All right, Good to go. So let's go and hit
three on your keyboard. Grabbed him material and connect that to the
material input. And as you can see in 2D view, we have automatically render
based on new environments. So let's go and maybe
grab this environment. Import as a resource is
connected to employment map. Now we have our light situation. Select it and rendered. So let's go to the Render, not choose a plan. Go ahead and rotate
the environment. Displacement, intensity,
little bit less. Go to adjustments and
recompute normals is too much. No den go to render setting
and maybe put the sun at 128. Shape scaled to fit the view. Also you can used is to rotate. The entire mesh. Actually changed my mind. So let's delete this. Not unlike the PPRN, they're not in this situation. So let's go and save first and switched the
render engine to Ira. And it's going to ruin already. Almost everything on. Let's go to Scene edits and changed subdivision
Beta-2 parametric. Go ahead and add maybe five iteration of
subdivision material. In this case, I'm
going to use OpenGL. So let's add a bit
of a hiatus skill. Now, let's go to Alignment
edits and enabled dig grand. Let me move the
view. That's good. Is it D render Edit, Render Settings, max time. I'm going to put
that on 1 second. Material. Normal scale inhibit higher, rotates light. Unlike the slides. Let's find light. And also a bit more occlusion. Maybe. All right. Let me see if I can find a
better lighting scenario. This is the best. Now, change D camera. Effie, It's good. Let's overwrite the resolution. I'm going to use 248 by 48. And also we can enable
post production. Maybe. And maybe near to this saturation, more. Contrast. Brightness. Temperature also can use saturation, maybe. Before this window. Green. Let me lighter color. Also, lighter color for distinct frame column. Nice. Let's switch
to OpenGL for now. And 2D bricks. Here. This is a bricks. So let's go a little
bit of randomness. So let's go ahead and
create blend back. And maybe distinct. Again. Use HSL is saturation. Let me find a maybe see used here. Let me use this tank
at a histogram. Silicon and scan. Histogram select. Let's find some
parts of the brakes. Maybe something like
this, and move down, use that as a mask. Maybe it's multiply,
multiply, and dark. And right now we have some
parts darker down other. Also you can change
the hue as well. Not in this case. Maybe make DEM
little bit lighter. Switch back to Ira. That's good. Now let's go to render edits and change the render
setting. Also. Post the noise there. If I enable that, it's going to use denoted
TSR, render dead faster. So let's go and put maybe $1 int deep max sample
and maybe hundreds seconds. In three minutes and 20 seconds, it's going to render
distinct out. It has target off and doves
into half iteration to reach. I'm going to leave
that to be rendered. That's it for this chapter. In the next chapter, we are going to make a nature material debt would be more complex
than this one. So I see you in next chapter.
17. Stones displacement: Hey guys and welcome
to this chapter. In this chapter,
we're going to make a nature type materials and
Iraqi grand specifically. So let's start by creating
a new and stop since graph. Maybe named at grand time to make a starting point for ourself and create a
material a base material. To start every time. Me, dad, to create any
type of materials. They made this before. So space, search for base material and double-click all the way down to
user-defined maps. Release. For now. Roughness, been to
collusion, mental illness. Also. Alright, double-click and
change the height range to one. Height can pass through. Next step would be
right-click and paste material and
create output. Now, create node for hidden
connectors, know for input. Let's go create some uniforms
for roughness and metallic. Now. Change it to increase scale
video for nothingness. And let's make it off
and it would be white. Connect it to
roughness. Control D. For metallic and nonmetallic
by using a black color. Select these two and d. All right, now for height also, we need to have normal. So release the normal. Let me grab a brick, tie. This one. Brick to not big generator. Yeah, that's good. So let's create a
height to normal space. Connect deep, default height. And let me change some
of these options, maybe five and height and
depth in normal values. Let's go and connect that
to normal D to duct there. Let's right-click in the
empty space off graph, detour and chose
view art boards. In 3D view. You don't
have any collisions, so it's going to be dark. And also we need
to have a height. That height is our output value, outputs of any off
the graph creation. Let B be empty. So let's go and connect it to. For now. Let's go and create ambient occlusion and NADH
HBO connect the height. Go to settings by default
using a void space units. So would it be less height, dipped 0, maybe connected to ambient
occlusion and you have it. So let's go and duct is by
hitting D on your keyboard. Select output nodes,
right-click and frame. Let's call it outputs. Let's delete our picture later. All right, now let's go and save this graph
somewhere, maybe disk. Let me call that base for now. And each time you need to start creation a
grading new material, just load that file and
save it to be other names. And always you have a base
material ready to go. Let's go and create some
stones, some big stones. To do that, we need to have
a shape, a basic shape. I'm going to create
a shape note. Maybe they'll,
probably it is good. So let me scale it
a little bit down. And also, we need to have warp in this shape
based on a noise. So we need to have eight noise. Perlin noise. Best choice. So let's go and
select the belly. It's going to destroy the
surface of the shape. So let's go select the pearly. Make it be something like this. Alright. Now, let's
go and create a histogram, skin
danger depolarization. Something like maybe this, let me change the
long, tough day. Vop intensity and go to nor a penalty noise and change
the something like this. Now, let's go and connect
that to notice square. Whereas it non-uniform
blue or gray scale. And it's going to
add a gradient, the shape based on shape itself, so it can at that gradient
based on other shapes as well. But in this situation I'm
going to use shape itself. Now it's around and nice. Now let's add a slip
blue or gray scale. Don't forget to be using
Chris scale value. Let's connect it to grayscale. Now we knew into a 8.5 noise. So let's go and hit
control D on Perlin noise, or simply create
another Perlin noise. Now as you can see,
it's going to, it's going to be
look like a stone. Maybe changed it. Pulsation, data bit less. Loss of something like this. Now, we need to add a little bit of damage to the surface. So let's go and create a blend. Put that in background
for this matter, and let's go and create a
connect entity foreground. Choose the blending mode, Multiply, select D. Maybe. This situation. Let me see what's
the ride is good. Covid divide. All right, now let's create a sampler. Because we need to have a mask. Connect D, put node of your
Shape Tool pattern input one. Go to type sampler settings. Maybe add a value of six
by six in x and y exists. Change the pattern
to pattern input. Now, maybe you symmetry random. You can see it's going to
be rotate it symmetrically. So now let's go to escape. Scale it up. If you escaped it really grainy
and make them really big. You can make some
interesting patterns. Let me connect output to normal, a collision and also
the height skin to see. Let's go to the material all the way down and
increase the height. Also little bit off. Height depth in
ambient or collision node can see something. Limit back to tight sampler. Make them smaller. Here. Date, look like ice cream. So let's go here and drop the blending mode limit cause these lines made from this cell. So also go to material, pin deep material settings. So let's go down to the height. Where is it height?
Decrease the radio. It's good to subtract. Not drag this a
little bit nicer. Slope blur and emit too much. Maybe set that to blur, blur it better in this
situations, so good. Let me switch the mesh from around that Q12 plan, high-res. This plan is
subdivided by default. And also we need to have
different lighting scenarios. So let's go to 3D view
and DRI alignments. Grabs some of these. Dris and that's a nice. So let's go back
to tight sampler. Go to Pattern, go to
scale or size section. Change the scale a bit. And also scaled random. Look to Rudy 2D view. So let's change the positions. Something like this. Offset. And it's really coming to shape. So let's go down, down and random rotation. Also, let's go down to the color section and
change the color random. Now they have different heights. Let's go pay to
material setting. Increase the height. Where does it the
high tide here. Something like this. Now and it's good too
deep on ventricle login. Add depth to see more clearly. All right, this seems nice. Now it school and Dutch notes predict and hit
Control D to duplicate them. Put some of this up here. Go to type sampler, all the way to the
pattern inputs. And it's two inputs, can see some of them are
going to be disappeared. So now let's go to maybe shaping. Put this time. First of all, connect
this one to input, pattern to go to shape. Let's change the shape. As you can see, it's going to work with
any kind of shapes. So it's going to be
something like this. And after dad here, something like this. Alright. Now I guess that's good. Maybe a little bit more scaled
random pattern section, nuts size section 30. And make them bigger. And more randomness. Alright, That's good. Now let's go and maybe after tight sampler at
a slip look gray scale, hit a space look for
maybe this time. Love to connect that to slope. Some fed all the way up. Set the mode to mean intensity. Let's hold shift,
transferred the connection to its bad idea. So let's go to search and
search for Cloud, maybe one. Connect, small. Let's go and select
the connection. It space. Look for transfer
to double-click on transport, can see gizmo, right-click and make them bigger. All right, let's try this one. We want to smell ClO2 as well. So like the C, go to normal. And also let's add a bit of
normal value of normal depth. Maybe let's use a panel in noise. Now. Load isn't near it a bit better. Also set that to Max to affect the white part of
the mesh or alpha. Indeed, this notes
D to duck this one. There's another way to make a stone boulder or
something like that. And that would be
using a note card. 3d 3D cube. It's going to replicate, replicate a 3D cube and it has some gizmos to
change the rotation. So if I position
definite something like this and maybe
copy this section. And C, and copy this section. Just changed the input stone. Maybe PD vata has an M enough. Slip blue and blend. Maybe after. Maybe square uniform,
non-uniform blur. Chris scale. Not a bad
idea to smooth the edges. Let me see if blur HQ gris
scaler works the same. It's going to do just fine. So now we have this
kind of arrangement. But if I double-click on the Arizona single click and deep cube 3D input and rotate. It can see it's die in VR
getting difference result. You can always change
the amount of sales, subtract, or cell size
or cell disorder. They're connected to the tight sampler. Go to pattern but
an input number and add another input number. It's dead. It's going to look like
some rocky ground. Hard rock ground. Go steep. City, maybe down. They are they look
like some flat stones. If you want to have
more big stones, go too tight sampler
and add another input. Shift, drag, drop, and make
some room in pattern to maybe connect same pattern to D, two different inputs. All right, now let's
go and stay in them. They're a bit more also scalar and dorm as Control S to save. Now we have three
types of stones. Here, here, and here. Alright, now let's go and change the stones scale based on
scape map, multiplayer. And what's that? You can always connect
a grayscale value, something ****,
maybe Perlin noise. As it gets you paranoids has
white area or any noise at white atria and dark area
and then dark means smaller, and white means bigger. So if I connect D out, foot off the noise to input scale map, nothing's happening. But if I change the
scale map multiplayer, it's going to change
based on my noise. If I change my noise scale, they going to be change as well. Let's go to Save a random scale and let the noise input
decide randomness. And also we can always
have control over dy. All there. I'll just scale
or general escape and make it bigger,
something like five. Let's go back to Perlin noise. Change the scale a little bit. Let me go to noise library
and choose different noise, something like maybe a gradient, not these type of gradient. Let me space and
the court gradient, maybe this one connect
that to mapping. Put n, As you can see, we have bigger rocks here. Smaller rocks here, or no racks. If I change the polarization. As you can see, we
have bigger rocks outside and almost no rocks. Here. Let me rotate the gradient. Let me choose another gradient. Something like this.
Connect damped. Let's change the
polarization. This way. Also again, make really
interesting animations. I'll so a linear gradient and also a linear gradient
at PSU or maybe you have to. You can have a really
nice river effects by inverting this gradient. Something like this. Or tiling can put
a river over here. Also, if you wanted to
control the gradient value, you can use histogram scan. Connect the inverted gradient or gradient to the histogram is scan and change the position. It's kind of like this one. You can see we have some
array 13 going on here. Also. Be good. Relax. All right, now we have
some other inputs as well. Displacement, let me hold
Shift and interconnect and connect the gradient to the scale map, displacement map. So let's double-click
on sampler. Let me go to escaping map multiple layer
and put that in 0. And go to where is it? Displacement Map? I believe it's over here in position displacement
map, intensity change. And it's going to change
based on your input map. That is going to create
a really nice results. Maybe leave debts. Input displacement map. Maybe let's decide if they're
stones and completed. So let's discover other inputs. Also, we have a
rotation map inputs, shift, drag, and connect
that to rotation. Go to rotation as section
and rotation map, multiply here and change the rotation map
based on your input. And also all of them. It's going to work with vector
math multiplayer as well. So let's discovered
that as well. You need to have a colored map. This type of input, I always use a height to normal board the space and
connect a maybe noise. And it's going to create
kind of vector map. So let's go and connect. Disconnect D rotation. And let's go to maybe rotation. Change the vector math input. And it's going to change
based on your input. If I change the Perlin noise, they're going to change. Let me disconnect that
and go to rotation. And where is it? Let me put that in 0. So now that we have our stones go up and change the scaled
random later bit. Maybe make them
later a bit or on. So let's go and create a blog. Something like this. Shift. A bit too much. Maybe, maybe a little
bit less slope. Something like maybe a bit less opacity on. Subtract to blend and I'll change the settings menu. Did sell notes. By adding a histogram branch. Maybe range of fun and causation of something like 0.2. Let's try it. Not bet. It's Control D. D to ducked him. Go to sampler. Make them a bit smaller and more random. Little bit more slope. Now. Now we need to have, first of all, to do that, we need to add a mask. So let's go and copy this section. It's gone through D. Make the shape
layer a bit bigger. Inverts, great skill
to invert D shape. And also add a transform 2D. Go to base parameters and timing mode absolute,
no tight link. Connect this to
mosque map input. Go all the way down
to the color section. We have mosque map, a threshold, increase
the threshold. As you can see, stones
in this area, it's gone. They're gone and you have
control over the stones. This way. Let's select the threshold, maybe scale it a bit down, Transform and Move the maybe over here, or This time. Let's go and change
the tiling H and V to avoid this kind of
situation here and transform 2D. Now, if I move the mask, as you can see, we
have a bit of room here for our pedal or lighter. Let's go and make the
shape little bit bigger. Let's create another sampler, maybe the same setting. So let's construct D and
delete the connections. And maybe use these to only select the pattern
input and converts it to. It's not showing anything. So let's go all the way down to color and put the mask
MAP threshold to 0. Almost another scale random
and a scale them down. Maybe at a transform 2D
for this small stone. Could lead a bit. Be careful. Alright, now, let's go
up to x and y amount and increase maybe something that maybe 14. And also make them a bit bigger. All right, now,
let's do some magic. Create a Ambient
Occlusion edge PAO, and connect the output
of first tie sampler. Let's change some value. Add a invert grayscale. He stood on a scan in-between. Let's find maybe
something like this. Some white areas
around D stones. The original stance. And put this at annealed or a mask to mask map
input and double-click. Go all the way down
to Color section and mosque MAP threshold. Maybe go up and add more stones. As you can see, they going to collect around the
original stones. So let's go and change the,
combine them together. So maybe height blend, connect this one to
stop this 12 back. And as you can see,
they are generated and almost perfect locations. We can use de, ambient occlusion
note to drive maybe. And causation. Something like this.
Alright, let's go back to height blend. Change the contrast one, and change the height value. Now let's go and see
them here in 2D view. So they are really pointy. Let's cool. And add a histogram range
to the second type. Branch off one. Connect. Dad changed. Something like this. Alright, now let's go and maybe somehow clinic this too. This whole thing and this mask, connect them together to
create a combined mask. All right, now, maybe
if I blend this to, maybe not this to this to get
their change to position. Something like yeah, it's good, but it needs to have. Native enough. He
stick it on the skin. So it's kinda like debt
first two histograms scan and change the contrast. And plus hn. Then connect it to this one. So let's connect
this one to debt. In Second one, you need to have a bit of maybe maybe they'd have
enough inverted map of this. Let me see. It's an acidic D connection. Inverted Grayscale. Go. Good. So let's go maybe create another stone, sampler. Same stones. Maybe put this one as mask and create
something like this. And also, let me delete
these two notes. Now we have three
dice sampler limit, organize them to
see more clearly. Dark deep mask. Move this to little
bit up as inputs. Maybe blend this
whole Perlin noise, something like this. And maybe add eight bluer
middle of the connection. So this, Let's add the blue F there. Alright, now connect
this as mask. Go to tight sampler
color section. Control D threshold. Go up and down. More stones. And same deal. Duplicate the height blend. And he's still going on range. Connect a histogram
range to stores and this height
Berlin to the bank. Transfer the connection by
holding Shift and left-click. And let's change the
stroke around for. All right, I'm not happy
with detailed one, so let's transfer
the connection to second one and delete
this side completely. You're going to need
a bit more indeed. Future. So now let's
go and change D. Maybe. This second title,
generate mask. Bit more height, depth to
have more dark values. Histogram, and reduce
the pulsation. Maybe this time using this map to derive
D scaling map. Scalar multiplier. Stones are really tiny now. Maybe add randomness more. Also, we have in size
section size random in, on the x only y value overall scale. And also we have mosque random. That's good. For now. Let me see, maybe add more
randomness to rotation, more randomness to set the
randomness to causation. And this second ties, so add a bit of good. Leave. Maternity like this. And in the next video, and you're going to make
some soil and at debt to our material after
dad made a bit of debris or branch or
something like this. So see you in next parts.
18. Soil displacement: Welcome back. In this part, we're going to create
a simple soil. Create debt by using three or two or more
than two noises. So let's go and see noise
little bit bigger or smaller, icon or medium Icon
yet it's going to walk, make this smaller. Let's use close to
maybe BMW spots. Also. Let me see
what we have here. Fructose SON base. Let me go to ClO2, blue gray scale HQ. And make debt blurry. Make a blend, not put the background foreground. It change the blending
mode to something like multiply and reduce t plus c t little bit. Also add a histogram. Ranch. Jeff, one position maybe or on going to eight, then emit less blurry. Maybe. That's good. Also. It's Control
D to the blend. Put this impact ground and BMW noise or grand,
inhibit this opacity. All right, now, let's
go and connect. This simple soil blend by using
another heights will end. Contrast of one discipline to the background or bottom
and this one to the top. Let's see the result in 2D view. Something like this. Changed. He stood on the stones. Connect that to our outputs. Change the height, blend. Something like this. Maybe they inhibit higher. Maybe a little bit more
scale to the BMW noise. That's nice. Just need to have maybe something like I don't know, maybe sell. Beaker cells add
more randomness. Still mean and mean
is much better. Causation. This is stones
linear with higher box. Let's use another node
called high-pass. High-pass grayscale. Change the height of the stones. Something decent and push them down. Happy when not to use. Ideal to use. Let's go to second tight
as sampler and maybe this time maybe a bit less random. Maybe this heights plant makes him a little bit bigger. Scale random. Great. Now, let me
find a line detained and maybe something like this. Linear Dodge. And connect to heights blend. Now, connection
selected connection, threatened sperm to make him a bit bigger. In heights. Blend mask is the actual
heights, but then, and this is our mask areas to add stolons, I think. So. This mask add a blue. Let me see. More quality, nearly bit less density
and blend that. Maybe one. Would that mean a guess? Yeah. And more. Maybe nuts in mean. Subtract d, d and d. Let's blend these two together. Many of us have
something that I like. This result. Let me check the
normal value to see if there's any empty
a spot like this. Now we can control the
spread of this noise. This noise based on
the blue intensity. Something like this in the
anti edge of the stones. All right, Now let's go to
Ambient Occlusion, maybe. Also. Now we can use
another blend with the whole height and inverted mask of this grayscale. Drag and drop it here. Subtract. This shift, transformed
a connection to here. Now we have almost
0 height here, the black height, 0 to one
at the top of the stones. And if I change the position
or scale of the shape, this mask can thrive. Not only D stands
for soil as well. Let's say using grew, use gradient as mask. Let me see. Here. We
need to invert debt for. So let's go and create a inverse Gretzky
shift and connection. Now we have this type of effect. Change the position of declare
a to something like this. And as you can see, we can have in the middle, maybe rotate your river. Also. Always you can have eight connected to
your river mask. Something like Perlin noise. Big, pearly, nice. Big number on intensity. Change the shape of the river. Let me transfer connection getting center like this. Change the gradient. Linear is much better. So maybe let's go and add a histogram scan to change
the position of the gradient. And add more plot. Also, we have some
iodine's here in here. This is good. A bit. Smaller, smaller. That's nice. That's good. Let
me go to Planner. Planner for big stones and maybe make it smaller, more srand. Now let's go and connect
this to scale inputs. In size. Scan map. Entrepreneur, you know, random effect. Not good. I'm telling tight sampler to
have no stones in dark area and more light area and it's
almost white into a site. So let me see if I can
solve the problem. So let's go and some in a non uniform more intensity. Now we have a nice ramp. Connect this one. All right, that's going to work. Just fine. I guess. Maybe live with more. Also be half angle. That's not going to work. This blades. It's going to act
as something like contrast. An ESA therapy. Overall random scale. Maybe add little
bit more stones. Maybe by eight. Andy are really pointy. Now. Let me find them. Alright, in this connection. First of all, let's go and change the height
overall and add a. He's stuck it on
range, range of one. Sampler. Connect to height
and blend and change D. What's a little bit nice? Let's go. Maybe same
mask to displacement. Inside. This changed
the displacement also. Maybe something like this. Also we have global
offset as well. You can globally change
the polarization. Maybe add more random. That's good. If you want, you can change D
Section F outputs. You can maybe add
another tide sampler. Use same mask here to
drive some desire shaves something like maybe
some specific stones at the edge of the ERD verse. So let's create a histogram to cynic part of the mask. Something like grab that, drag and drop here
and connect that to color map are not masked. Map input go to tight sampler, go all the way down to
color and mosque threshold. And it's changed d
pattern to pattern input, maybe uncontrolled copy this. Paste it here. Mole, scale up. Random offset, random position, a little bit. Random rotation. Now let's go and use
sites and blend. Add them to your scene. Now. First, use a
histogram range. It changed the
position of stones. Here. It's good to
Histogram select. If I change the range position. As you can see, we
have control over. Is stones at the edge. I'm going to do. Now. It's delete,
they're also now, let's save D is for now. Let's change the input mask to see if our mask works or not. Instagram is scan,
name is acidic. This all right, now
we have a hole in the middle or a river. River. And also you can
switch between them. Then you add a
transform to D here. But this notes back,
does our inputs. So if you wanted to switch
between your inputs, you can simply use
Switch node, space. Search for multi switch, Gretzky, set to input. By default, you can
change the input numbers, I think 20th, 20. This is our input selection. Let's add this one to input one and discipline into input
to connect debt to output. And now we have here
something like this. And if I see you get
the different result. They meet at a transform to D, rotates 90 degree, sit that to Max and have
it crust and connect that. Now we have a
cross-section off reverse. Alright, now let's go organize
the graph a little bit. Maybe hold Alt. Click and the lines
maybe put here, and another one, alt click here. This one the Debits up. Yet. It's good for now. Indie. Next part I'm going
to add some debris is, or maybe two branch some random
shapes in the scene cell. See you in next spot.
19. Branches displacement: All right guys. Let's go and some branch around the river. First of all, let's go and
start making a branch. I'm using shape, square shapes. So I'm going to use nu naught called trapezoid. Trapezoid grayscale. It's going to, let me first
escape and d squares, little bit something like this. The trapezoid is going to stretch top or a stretch button. And it's going to create
interesting effects, but we don't need to
have this match lines. So let's go to trapezoid. Base parameters in tiny mod, set that to absolute
and not leak. Now we have a wooden ship. Go back to shape, maybe a bit less in
the y-value as well. Go back to it
throughout the site and maybe make it a bit
select this right? Now. We need to
make this around. To do that, I'm going to use
non-uniform blur scaled, connect the trapezoid to two inputs and layer
them enough sample. You can control the intensity. Like soap. After Dad, we need to
stretch this branch tank. So to do that, I'm going to use
directional bluish debt and it's going to
replicate the motion blue. So if I add more intensity, going to do debt, let's rotate the
bluer and 90 degree. And it's going to make
something like this. We need to add a little bit off. So let's do dads and
Perlin noise as usual. Bigger Perlin noise. And maybe a little bit less. Warm up. Now it's flopped. Now we need to cut one
end of the branch. So let's go and create a blend. Put this in background
and create another shape. Also, a youth transform to sit the tiling mod absolute no tiling and connect
that to foreground. Now let's go to the blend. Make debt, subtract, acidic the transform gizmo down to somewhere. Maybe here. Also, if you wanted to control the hardness of
the transform 2D, you can always add a blues, set the blur intensity, and then connect it
to your blend mode. Blend, not sorry. Now we have something like this. Alright, let's go and maybe a little bit less stretch. Let's good. If you want to, you can
add maybe something like. Cut branch or maybe a bit of grain or something
like that at the surface. So let me add a maybe blend this in batch. Go to our noise,
maybe Grinder 005. Get something like this. Go to Blending Mode to subtract. Let me see, what
do we have here? Multiply, It's good. Less opacity. And also you can
add a transform 2D. And this time tiling mode enabled Hn feet
horizontal and vertical, and select it and
transform hold Control. Push, grunge. Look like something
maybe like this. Alright, That's good. Now, let's go and temporarily transferred
the connection to the output. This one. Look closely. Less opacity. In, maybe, maybe a little bit. Move this knots as good enough. Let's go plus CT and wood
grain or wood chips. We have I believe we
have some I don't know, foot pattern or
something like that. If I can find it. Obviously it's not
here. Alright. Let's go and add maybe
something like whereas it, for maybe something like this. It's Control D and blend. Put this in bag, put this one in bronze. And let's see. Maybe switch to add or subtract. Maybe use di addiction or
bluer, again. 90 degree. Yeah, that's good enough. Let's see that in output. Let's go and create
another and tight sampler. Cause we need to drive these
three branches are on D, maybe edge of the petal. Let's go and connect the two pattern CHD
pattern to an input. A bit less. Scale. Offsets. Maybe pulsation,
random, rotation, maybe native enough,
symmetry, random. Alright. Now, let's go and use this
mask and connect it to mask. Map inputs. Go all the way down to color,
must commit threshold. You can also invert
the mask map. Let's go up and more scaled down x-value to make them Tina, add a histogram. Select transferred
to connection. Best place. Here. We need to invert the mask map. All right, Good. Little bit off. Random but maybe
inhibit in light and more position and also more hit. And it's connected to
outputs with heights blend. Contrast all the way. One, put this in top. This one is background. Let's transfer the
style transfer and connections to regenerate
all to see the result. Don't worry. This course because we have too
much high to scale. All right, let's go and
transfer the connection here. Let's go and add a histogram
wrench range of one. Connect right here. Also, you can arrange the branches to avoid
The Astonishing as well. So let's go and find a
mask for our stones. May be something like this. So let's go to our mask. Heap blend note in the back. Good Up, decent
mask, put it front. Set the blending
mode to subtract, den, connect it to mask. Now, it's avoiding day. Maybe size in y axis. Maybe couple of randoms
in base parameters. Sit them, avoid each other. To make the heights inhibits
different than each other. That's good. Name. You're gonna grab
on this branches, move them maybe to the top. That's better in
these two notes. Down. Hold Alt, Click. Move this here. We need to create maybe two or three
type of three branch. So let's move this up. And D couple of times. Maybe more. All right. This is fun up. It's safe. Maybe duplicate the whole tink. Maybe. Let me see. Here. Let's add a blend and transform to d
base parameters. No tiling. Grab this one, put it in front. Let me see. Let's add a height
splint for this matter. Back and tap delete the height. And it's transfer to
the side and rotate. Shift, drag. Maybe. Go to white kids to be
something like this. Also, you can use make this layer a bit. Also from D and
also control deeds. Move that over here. Hold control and
select all the notes. Moved him down, go-to sampler, add one more inputs. Let me see the result. All right, Those are nice. And also let's add
another inputs. This time. Maybe. No, stretch it a bit more. Alright, something like this. And also you can use maybe
something like this. Grunge, create a blend, not subtract, make something like this. And we don't need despots, need this button that's d psi. So let's move that down. Maybe C, D. Instead of subtract stead to be copy and connect this
to the foreground, this one to the mask. Now we can see the only thing
showing it's this spot. So let's go and change debts. That's good. Also, if you want, you can go even further and maybe not. And use something like this. Maybe more bluer,
have more effects. Use debt as mask. And now you have these
effects at the top end. But let me slip law
or this matter. Mask to grayscale. Maybe same noise. Mean. Some are not nice. Nice. Let me add maybe one. Let me try. Direction
on warp. Inputs. Use grunge to drive cloud to ground up. Yet, That's good. All right. That's the one. So it's going to dad and use debt as mask. It's used to create
this type of effect. Let me add a bit of blue or after create the mask quantity all the way
up in density and edit it. Let's connect this
to input three. Now we have these type of votes. Maybe add a little bit more. Make them bigger. Just go to Size. Make him today and a bit beaker. At some random height difference by using color random. I don't like this situation. Seed options. We can use a splatter or shape splatter because that's going to respect the height. And also some options to
avoid or escape nor overlap. Let me try this one. It's going to get
heights and background and would be or is it staying? It's our heights background. So limit grab that, connect that to height inputs. Three inputs, one pattern 23. Control, Copy D, turns. And you can see they
going to show up. C doesn't have to give me. Randomize them a bit. Skate up. Avoid overlapping and rotate your random does not have a distribution. Maybe, maybe we can use
pattern distribution. Use map and various d
pattern distribution. Map multiplier inside
and pattern. That's not. Maybe pulsation or skin map, shape rotation, height
offset Musk at random. I don't know, maybe
shift the mask. Let me go to color, maybe
masking, multiplier. That's going to work just fine. Let's go up to the size, scale them up a little bit down. First of all, Let's move the connection to
this thing, right? Date little bit big. So let's go back to size
or scale them down. Scaling down in x-axis. Let me see. Have a bit too much. Subtract meat. Reduce debt. All right, now let's go
back to shape splatter. Go all the way down. In height section, you'll have
little bit of control and the height value scale or to
adjust through, not offset. All right, offset random height of setting up multiple
layers. We don't have that. And also we have
confirmed to background. If I use this slide's
going to get displaced. You can confirm to
your background, your background is your stone. So smooth comfort. Skew a little bit. That going to slow smoothness. It's a bit too much. This one is not around enough, so let's go back all the way here to the none
uniform blue grayscale. Make it little bit more around. It's a little bit too
much of the branches. So let's go to maybe ten by ten. And also a bit less. Offset. Height, randomize scale overall. Something like this. You can have as many
inputs as you want, but maximum is six
or maybe seven. Let me see. Yeah, let's go. This way. You can have
more than dorm votes. So this one is not
rounding off as well. So let's go back to non-uniform
blur and make it a little bit more around me. Go back to splatter and find
a problem with this one. Maybe first use. No overlap. And also distribution and
run down during index. Alright, That's not bad. If you use shapes split term, you have some extra data. This thing is exporting for
you would be your shapes. And you can find your
shapes, study easily. As you can see. It's cut, it cut the stones out. And they can use float field to random grayscale and
have your shapes BEQ. Also can use histogram is scan, wine, dim, all, add
a blue gray scale. A bit of blur. May color
just for the votes. I'm going to do that. Indeed, color part. So not do that now. Ready, now we have
something like this. And if you want to
change the pulsation, FDA votes, votes,
maybe in the middle. You can change the histogram, select, and thrive devotes. Maybe in the middle,
as you can see. But let's not do that. All right, Now, it's good. We are almost finish. I'm going to add a
little bit of mass. Maybe on the surface of the
rocks and call it a day. After dead. We can use masks to create different values
and after dad some color. All right. See you next video.
20. Moss displacement: All right guys. In this part, we're
going to make some must affect maybe at the top of the stones and maybe
some top of the votes. Let's get to it. First of all, in
order to make mass, we need to combine
some few noises. So let me check my their device, either a script. Alright. Now, let's go and find inside
texture generators noises. Noise called, fair to select the noise and change
the rotation. And a little bit more scale. After debt. Look for V1. Now, let's go and
create a blend naught. Connect them. Change the blending
mode to subtract, to make something like this. Can add more scale. For. Let's go and blend. This fair. A uniform color set to
gray scale and black. We need to sit and blend this in black to have more
control of the height. If I reduce the capacity, we have more height
value in mosses. And if I go all the way
one, we have nothing. Now, the last stage is this one. So the shape is splatter. So we need to blend mass on top. Seen in background. Set the blending mode to screen. Now let's go and hold, Shift, drag and drop the
connection to the last stage. Now we have most effect
everywhere. Can see. Let's control the height a
little bit in this blend, not more. Now let's decide where we
need to show the mass. Let me create a temporary
mask by using histograms, select and use this last stage. And maybe add a bit of
and also a bit of French. Alright? Now connect that to the mask. Let me alright. Now you can see we have a bit of mass effects at the
top of the stones. Let me see, we have
a root mask out off. This shape is splatter,
as you can see. Connected to, feel,
connected to float, to be random to grayscale
and he's stuck on the skin. And Bueller add more blue. Or maybe let me try. Non-uniform blur, grayscale, more sample
and a bit less effect. Let's blend that or
add that to our mask. Max blending mode.
Now clinic there. We have some mass
effects up here. And you can control that
by dropping the opacity. Can see they're going to
disappear and data a bit more. That's good for now. This is a simple way to
create the master effects. Control D. If several times to duck this. Notes. Arrange them like so. That's it. That's it for mass. And let's see, use the rest of this session to
organize our graph. I'm going to dark as possible to avoid graph to be HE huge. Move this one up. Now. Several notes here. Let me move this
down a little bit. Let me see what's this? Let's delete this one up. See, this is our base mask for EVA. We need this histogram
to control the river, so see if debts
Still volts. Yep. That's going to work perfectly. Is almost a magical. Alright. Let me see what's
this? It's good. Soil. Maybe. This one really messy. Just move this one
on this one down. This is our biggest stones and smallest stones or gravels. Heights blended together. This is our soil
stones. It's blended. And what does this roots by? Its shape is splatter
tight sampler. Is this the hedge? Time I create a devotes? This tight Sanford is, seems to be unnecessary. So let me add bypass. Using bypassed it by this. Let me see. Remember
why I did this. I have all the patterns, but one of them only showing net debt is bad. But I think it's not
right. I don't know. I don't know. Debt's not bad, but it's not necessarily you can use one of them. I don't know. I really don't know. There is almost as good. Let me move this over here. Select, Add a frame. Maybe what their mess. And also this one
can go in sight. Now if I wanted, I can move the whole
water mass graph around. Maybe also this one, maybe this section can be controlled select and
right-click Add frame. This section can be stones. This is height blend. This part is this. Maybe let me see, is spot is soil blend. Maybe can Put that in this
foramen as well. Frame. Maybe move him down. Select this frame. Mask, blank, branch out, everything
you wanted to call that litter part is the mass. What is this divot blend? All right. All right. Also, you can maybe
in multistage, you can add a comment has been frame, right-click,
add, comment. Edit the command, switch. And you can move the comment. Now, every time you go back
and look at the graph, we can easily find D,
every function cell. All right, that's good for now. Next spot I'm going
to go over D, roughness except the river water and the water we are going
to create that weights. Where does it end D. What? Next parts?
21. Adding colors: Welcome back. In this part, we're
going to make the base color layer and add
some color to this scene. Let us get started. I have a little bit off for a source gathered and I'm going to sample some color
from this source. It's put them. Second screen. In order to and
create a base color, we need to have masks for
every part of the model. So let's go and find
our masks for the soil. The soil gray scale. And this is inverted. And we can use this one as mask. Added enough to dismiss. Good. Let me see. Let's put this here for now. Make a corner for entire
grand including the stones. The stones on top. Maybe this way is
more convenience. A grayscale of grand
to a gradient map. Go to noises. Let's add some mean
liberal later bit up. Blend. Grand bag,
Frog doll in front. Let's go. Maybe a copy. It's a bit less opacity. And connect that
to Gradient Map. And this output. Let's take a look. That's not too shabby. Double-click on Gradient Map. Gradient property, open
the gradient editor. Maybe let's sample
color From. See. Maybe this one is good. Gradient, dark to light. And it's going to
add that color. Generate that color
based on your input in grayscale and
edit to your scene. All right, let's go
and change this. To add more points. Maybe center, one more time. Maybe high-pass histogram. Histogram. Whereas if
the histogram branch, Let's see which one is better. Connect the high-pass and
some pill one more time range to the same gradient. High-pass phone,
It's animate better. Let's open up the
gradient editor. Maybe. Select one of these
points, deep, dark ones. Delete them. All right. Now let's see. First of all, let me solve this. Displacement problem. Would be in here. So SKU, any histogram range, range of fun, position
it a bit up, maybe 0.7. Debt of heights blend. Now, change the blending, Blending slider. All right. Now that stuff, it's this black dots dominated
by Ambient Occlusion. Add more sample are
little bit less. And go. Now use this gray
blue or gray scale Moscow off I'd splint. Let's add a HSL or saturation and connect
the same gradient. Move this to add a blend, not use, this one is mask top. And now let's go to our HSL. Volcanic. Move to connection. Let's change some options. C, we need to invert the
mask emerged grayscale. Go to HSB. Maybe at situation in a bit of darkness. Let me go to a high-pass. And also this blend. All right, now let's go into a collision or just duplicate this existing on Binta
collusion Control D. Connect. This two inputs may be the same. Connection. Let's blend the gray scale. It's multiply and less opacity. Nuts, go and move debt in front. And as you can see,
the moment I connect the colored value to blend with gray scale value
or the other way. So it's going to
predict the connection. You can't fix that by selecting the connection and
add a gradient. That gradient is
going to convert your grayscale value
to the color video. All right, now we have multiply enabled in blending
mode and multiplying the ambient occlusion to
the color will be getting this effect bit too much. So and it's that
are up the opacity. Now, let's move to the next. So let's go and add a colored basic
color to the histones. So we have the stones mask out. This is the girl, not the grand, this
is biggest stones. Let's go and inverted Grayscale. Now we have biggest stones
and add a blue or gray scale. Inhibit DH. Let's blend. May be the end of India spots. It ain't overlay to lead
a bit of smoothness, weird details at the edges. And it's going to be
beaker by as it did. It's going to be bigger
with bluer intensities. So keep that in mind. Let's move that down. Create a blend. To the background. This one is our
biggest stones mask. And let's go and create a menu for
biggest stones. Blend back. And maybe this one to
the front and multiply. Maybe multi-decade. Whereas it direction
on warp. We did self. All right. Now we have
something like this. Move this one down. Maybe add an auto liver to
bring back the lost data. Let's go and add a gradient map. The background,
these grand color, foreground is gradient
for beak stones. Behalf biggest stones, mask. Double-click for
moved the connection. Now we have something like this. Some problems here,
and that's going to be soluble gas by adding indeed, declare stones at the top. So don't worry about it now. Open the gradient editor. Maybe sampled from maybe
this stone, dark to light. There's nothing half
grayscale value. Maybe. Blend, hit Copy
and drop the opacity. A bit. Good idea. This time. Sample from here. All right, maybe let's
leave debts here and use the stones. And maybe filters. Look for Tice, hold, Control and Alt depending. Add steps. Maybe add a blue and a bit. Then blend and blend that with the same grayscale value. Maybe this gray scale value may be changed
depending what to mean. Max. Let me go down. Find the overlay. Alright. Now let's go
and hit Control D, D gradient and have this
steps to the Gradient Map. And it's going to
generate our steps. Jay tape blend. Let me see. Maybe maybe I didn't copy. Let me see. And happy. Let's ignore that for now. But then it be because definitely going to use
that in some point. All right, Now let's go. Let's go and find
the little stones. Let's connect to a histogram. Scan little stones and play with the slider
to find them. Move the mask down, create a blend to the mask. This one did it back good on. Let's use a uniform color
to find the stones. Leave it in this mask. Blend this to the
bag, this one today. Subtract, connect it back. All right, now we
have our stance. Let me copy this part. Change the input. Did it inverts it? See you have the
details at the edge. To blend it a bit better. Create a gradient man, delete this color, edit. But then we have two
different ground. Maybe. Reuse this high-pass. Let's create a new grayscale. Fructose, some blend. One. Maybe lighten bit more. Get to the gradient. D and d for Dutch. Select the gradient map. And some elders. Now to go to change some of these sliders. More scale. Maybe it's used the same grade because stones do debt. For now. Now let's go and create a blend. Whereas the ambient collusion maybe multiplied it. Adsorb. Let me duplicate the collusion. Change the position. Go to Gradient Map. Let me duplicate the Gradient
Map and save this one. Go to this image assembly again. This one is a bit better. We need to maybe remove this color.
Maybe remove it. All right, something like this. Now let's add a HSL. After biggest. Change the hue. Saturated, darker. And same tank. After. Stands. Saturated and darker. I can now is go back
to bypass the inches. Let me some pills. Maybe. Here. This is Q1. So you need to be more patient. Sku and change. Something darker. Let me see. Let me
have him blend. I pass. Let's bypass
the high-pass. High-pass in inches l, less saturate it. A bit lighter. Saved. Now we need to have laid a bit of
variation are on DI, water. So let's find our mask maybe here and blend the mask. Me to maybe add a histogram, select, copy the input,
replace the input. Now. Use high-pass grayscale. After the high-pass. Let me use histogram range, range of fun software. Maybe this time bluer, it's going to be better. Now, play with the
still good I'm select. Let me move this to the
fronds here after soil. And let's move the
stones, inhibit further. Blend. Day intimate. Use this as a mask. Or let me add a gradient map
after dad and connect US, maybe multiply,
change the inputs, change the soft light. A bit. Opacity. You have control over D. This isolated
area by using pulsation. Also contrast range in this opacity. Almost good. Let's
go back to HSL. Maybe make it a bit darker. Hsl off the biggest
stones were here, make him a bit darker. And also stones. Safe and go and add color. The swan is inhibit. Genki new find. Here. Is it? Alright to add? Maybe a little bit of non-uniform will
regress skill itself. Here. At the inputs, we have non-uniform. I believe here. More guessed it's not. Let me find a problem. See. Me to add in the mass
into the normal level. So let's transfer on a d's. Let's transfer that. Let me see why distinct. Let me see what's the
problem with this. Single would be this week out any mass. It's not good. Bypass. Maybe debts could see this up-close. Just distinct exports. Let's leave that there. Maybe clean apart. After I solved a problem. Back, back to the equation. But for now, let's
go and have a mask. X, change the position
of blend setting to have mask from four votes. So let's go to the here maybe biggest stones. It's duplicate this mask. Now we have a proper mask
from some move them up. Blend. Let me see pulsation. Let me test that with
the solid color. But inside the sampler, we have too much
height variation. Random, let me change. Maybe at a debt much random rotation. Position. Maybe a bit,
something like that. Rotation. Assuming three rotation,
random rotation. Let's go down and
create a gradient. Maybe combination of map and a BMW spots. Blend them together and multiply X to invert
the connections. Grant map to balance. Some like that, connect that to Gradient Map and
integrate into color. All right, now let's
go in and find maybe something like this
leaf gradient editor and a bit yellowish, orangey. This is not to bet. Let me change this position. All right. Let's go. Whereas the heights
blend of boards, we have inverted version D to undock it, float feel. You have this kind of fact. Fluid filter, random
grayscale, have random masks. Histogram to select
some of the votes. Maybe something like this. Alright, now, use
same blend mode with BMW spot to have a much
nicer looking mask, D Duck. Kd blend. At HSL, connect the same output
and use this one as Mask, Shift and transfer D connection. Go to adjust and make them
darker or desaturated. Maybe change the hue, maybe less saturated. Let me connect the same. Let's duplicate the HSL and
put it after. It's color. That's not too bad. Maybe go to material, pin debt. Bit more height. Also. Go back to maybe hear the ground. Create a blend. Ground. Gray scale to the back. Inverted version. Off the pedal. Subtract it. Native and more. Maybe not inverted one. So let's go to invert and save more height. Finance the height. Now let me see DIY mask for
D. We have a histogram, select for and push
them, inhibit out next. So all right, that's better. Good thing it comes from
S. Let's go back and front and move the output first. Let me find the
maybe a little bit of color. Convert the output mask. Not convert. Use histograms. I need this edge
line, so let's blend. Based on this mask. A uniform color, light color. Let me find the
realization that right possession in blend, a bit less. Ct transferred the outputs. Lighter color, maybe bluish. Also, we can change
the blending mode to something like break this. Outlining the dean. Blend. Maybe cloud to subtract, scaled it up, and use
this mask. Instead. We have on the, in some areas D, D. Let me find the whole
section of the votes. Now we have something like this. Alright, let's go and maybe move the different
sections. What is DSD? Stones? Stones, move them
down. You need this one. Biggest stones maybe move up. Votes, the same limit as grand, sorry, stones. Let me create a non-modern map based on little stones. Height to normal ward
unit control and copy. Maybe add more depth. Curvature is smart. Level not find some edges. Something like this, a little bit too high. So let's go back to normal. Change that. Go to
and find the edges. Let me see how I
mask deep stones. From here to here. D. Now we have some highlights to
add to the Stones. Go and connect it
to a gradient map. Blend. Frond or for grant. Maybe choose at linear Dutch plus CT. Move
the connection. Maybe some colors. Maybe change the copy. Go back to blend this highlight mask. Where is it the
grayscale value for the stance color connected
to Gradient Map? Sample some colors. Let me change the blending mode. Opacity one more time. Now, let's add the letter level. First of all in
place mentally and let's release the base color. Gather here to put off
the base material. All right, now IT space and look for three to collapse
the outputs. Connect all the outputs
to the input of D and also to the viewport. Now go to deliver something like darkness, maybe
less wetness, and let's change the HDRI lighting. Something like this to have
more proper reflection. Maybe less sludge dept, sledge up a CT and a bit. That's good. A bit more
maybe more water level now. A bit more, something like this. It's almost perfect. Let's add a maybe elevate the height. First of all, add a auto
liver after output height. Chronic liver. It's at eight blend, maybe before connecting
to base material, put that in background
and foreground. Let's copy, maybe added in grand. Throughout the
opacity a little bit. Elevate the arts. If I add more lightness, it's going to create
a hole in the middle. But it's also going
to eat the liver. Not crazy opacity. Now we can In working with the water level and
add more water level. Let me see here. Yeah. Perfect. So let's
go and create a blend. Copy data. Go back to noises
and maybe clout to let me connect distinct. All right, this way we
have more randomness. Going to have enough
height difference or high randomness
to the whole scene. Let me first at that, now. Now we can add a base height booster. Good. Let's go back to limit a bit more edge
wetness distance. And also let's push
the votes out of the water with this histogram. Select not there. Let me see the modes. And also lead him enough. Height. Let's do much. And exo. Alright. The next part, I'm going to add more
variation to the scene, to the color and
also add roughness. More important.
Export this material and maybe render it out. Monomer set C and
D. And next part.
22. Finishing the material: All right guys, let's add a
little bit more details to the base color and
finish up this material. First of all, I need to
push the water back. As you can see here. This distance. Maybe the native bit more water. Let me switch to mask. In Multiservo. Type two. Yes, not to bet. It's a bit too shiny. Caused by water darkness. Maybe this height
mask. Overwrite it. It's changed maybe
shape or depth of these by changing the opacity. Maybe shape of the mask here. And maybe slope blur, sorry, slip. Look, Let's go. And maybe close. As slope. Change the mode to mean
sample all the way. Something like this. Blue are going to be look like
something like this. Little bit less. Let me see. This opacity. Change the water darkness. Alright? You have a mask out of the water level that
you can add some normal or overwrite D. Look. So let me change back to D. That's more like it. All right. Let's add the mass must affect at the mass effect to the normal level. It's detached him normal. Move Dad up here. Let's go and create
another height to normal 1D space unit
or simply hit Control D. Let's go and make a normal out off days. Muscularis scale value. See what we have here. Delete all of them. Less height. You have something like this. Maybe non-model blend.
This is good stuff. This one be needed
to have a mask. So let's go and create one. Alright, let me see
what do we have? Maybe this one blend is deep beak stones up here. This height, but this one close to use a blend black
disconnection here. Let me see. Did I do to create a mask
for small stones? Graph? So let me move them. Move the connection. They
don't need to splint. Now let's bypass this blend. Let me change the skin pulsation and find the top of the stance. And have something like this. Blend. And blend these
together with Max. And a histogram. After dad to select the part
that we need the mass to be. So let's select all
these and move them up. And move all of the. Now we have eight
mass, grayscale mass, normal, normal for
everything else and mask. So let's kind of mask to OPCD. Now we have loss generated here. Also. We have opacity level. As I sit before, we're usually using a
blend for blending, normal blending mode. This is much nicer. I have more control. It's connecting normal or
transport this connection. Let me just zoom here and
increase the opacity. Right now we have
mass in some places. Let's go and use this mosque to dry our mosque. Base colors. Create the mass based
on the muscarinic. Create a gradient map connect to get a scale
to grayscale inputs. Me grab my source or color sample,
email, open gradient. Some colors. Alright, let's move down here. Eight blend naught goes to top. The colors, goes to a mask. Now let's transfer the
connection or simply connect this one to
color. And there you go. You have mass. Now, let's go and create a blend
before this moss and duplicate this whole mask. Move the mask layer a bit down. Here. In this version, Let's move the pulsation
they inhibit further. Connect it to mask. Let's duplicate this color. Maybe some pill. Let me see these type of mass, the dead mass, mass. More green. Connect it to front. Connect this one to back. Let me see, connect
this one to back. See what the diaetae do. I connect this one to bag. And then another
blend, use this mask. Connect this one to
this one to back. Now we have this transition. Now let's go and connect
this one to front. No mask. Almost. Now let's play with this mask. Push this one. Maybe change the BMW noise, this something
else. Maybe cloud. More, a bit more. Subtract. Let me add the color. A bit less saturated. Also, let me go to my TV
on and emit less height. It's too much. Inside D heights
blend of two stones. Let me change the height
of the latest stones. And also this histogram, this histogram or
no one histogram D, greenish mass, sorry. Vedic the white area by using maybe
dismiss this grant. And you subtract. Maybe this one. It's good. Combine brownish mass. Maybe this one, but
not at this position. Let's add a sampler. Use this as inputs, change the input pattern inputs. Maybe a little bit
of this for good. Not to make deep scale
a little bit bigger. Let me see. Yes, something like that. Maybe something like that. Let me break dad as well. Grab this one, this grant 007, and blend the result of that generator and subtract
something like that. And let's blend max this opacity and use it
as a mask that we have. A bit of brownish
mass everywhere. Also, you can do the same smaller one or niche. Also, you can use this mask to drive
D normal as well. Now we have some normal value. Grand. Go to normal
and add more height. Normal value. Alright, green. Saturation. Also, let's include
the vote's going to move this mask. This mask. Find the roots. Could wrap that up. I think already half. Proper would mask. Let me see. This one. Maybe this one got that up
and connect that to blend. Maybe grab bits, shift, and click to the foreground at this one to the background, and switch to blending. What MIX? Something like this. You connect it to normal
and also to color. Now we have a layer
limit of mass. Andy, maybe. Let me grab the other. Subtract this mask. Altough. They're not, and blend it to get
every pro niche mouse. Max, doesn't matter. Alright, that's good. Now that we have in the left graph inhibit this mess up. Two color of this layer a bit further. All of these up. Also, we can always
go and change the behavior of the lines
to something more angular. Now let's go and
add some roughness. Go to emptied, df, dy and graphic detour
and start to blend. A default form first, create a uniform grid
scale and at default, a full roughness. D. Maybe. Because our grand be overwrite it here in the live L. Let's start with grand background and stones because
stolons for grants. So let me grab the stones. Mask. Where is it? Here? Maybe here. Yeah. It's grabbed. Connected to mask. Select the foreground and
add a bit of blessedness. Selecting this to
construct deep. Move forward. Connect this one to background. This time let's go and find d. Little assistance connecting
the background. Change. Here. Now. Again and move it forward. Discipline to background. And maybe this time,
find the votes. Here. This one too, background. A bit more glossiness. Alright, let me connect
that to roughness. Or roughness is here. This uniform color. Delete debt, glossy. It's control that connect
this to the roughness value. Now we have control
over d or roughness. Biggest stones, you
can make them shiny. Near off, maybe
somewhere in middle. Smallest stance. A bit more shiny. What's more shiny? Also, duplicate
debt back ground. And let's use this one, this mass mask and add more, less than s,
something like that. And you push the small
stones in a bit. Something like this. Add a histogram range. We have Histogram range. Me change the pulsation. So pointy like that. Maybe fight pushed him or not. No more. Deep biggest stones. That's going to solve
the problem. Good. Alright. Mass. Steal it a bit too. Green. Let's find
down and saturation. And also let me grab a curvature is smooth
out off normal. And select the level.
It's level it l. Find. Maybe invert that first,
invert grayscale. Double-click,
double-click on grayscale and single KCL level. Let me find a chair
between the stones. Something like this. Let me add that. Maybe burrowing niche mass. First of all, let me duplicate this normal connect that to D, D and D down. Blend, maybe up. And change the
blending mode to max. Let me connect it to moss. Let's go to level. Changed. Alright, now let's go move this data a bit down. Creating an octet to background. Maybe. Is snot, this grunge 09. Subtract bleak the white areas. Now kind of debt. Now we have this new mask. Sambar, more dean. There. Maybe a little bit less. Blessedness and
roughness on the mass. Good. Maybe push it out. Let me go to maybe change the white. Some of them, maybe
this one make them a bit bigger. This one. Now, it's changed the chance these are predicting
this green mass at deep top off the
biggest stones. Same grunge. Connected it back to
the front and subtract. Now let's connect it. All right, That's
more than that. Kids also laid a bit of mass at the
edge of the water. So let me find D. Let me see this one. All right. He stood on Select. Find. Nice. Move
this to the back. Blend. This to an inverter with Max, David less and connect it. Change the position,
push it out. So the range, It's good. Let's go to alternative or maybe add more
darkness to water. It's safe. And let's change the normal. Based on this mask. Create a blend, not connect
this one to detect ground. And maybe add a height to plan to earn
normal space unit. Some details based on this mask. At SOP. Something like this. Let me grab the he's
still going up. Alright, maybe let me
connect it to normal output. This is too much. Throughout the height. Also, add a transform
to D in-between. Right-click. Make
it a bit bigger. Something like that. It's check our normal. That's not too bad. It saved. Let me show you. Forget to show you for
creation, the stance. Let me grab a five, maybe. Something like that.
At a histogram scan. We find the points. Alright, now, create
eight notecards and distends Perlin noise as a source input. Let me change this
to same input. Node is not good. Let's go to maybe
tied to greater, change that to
something like this. Small offset. And the offset random. Let me change the
size. Randomize. Well, now connect
entities stance, push, dead distance out. Delete. This node is going
to fill up the distance between this notes and
fill the empty spaces. After that, we can use a
note called what is it? Edge and detect. It's going to detect change. The rain is small. Now we have something like this. Wrongness. More edge. All right, now we have
something like this. Let me grab it. Look, feel. And after that flow
to feel too gradient. Now it's going to make gradient
from one side to other. Safe debt. It's Control D,
make another one. And random angle, maybe angle variation
in this one as well. Blend. And maybe mean. It's going to combine them Vint, based on darker sites. Not have you deem foot, find. Connect this one. And it transformed to That's more like it possible you can duplicate this again. More variation, different angles and multiply them together to have
this kind of effect. Now we can add eight bluer, go back and add more roundness to have
more rounded edges. Alright, let's see what we have. Let me connect this one again. Now we have the stance that we can predict the edges with D, slip blur, maybe fractal. First of all, purlin. Bigger effects. And some stuff. And you see it. Now I've got a slip blur. Maybe a bit less. Now if you heights, but in debt, maybe. Let me add a bluer. This one to act as grand. You can easily make a
stone and push it out off. Girl. And also, you can add a difference
between heights are different. You can have a
different heights. Same 30k but flow to fill
the random grayscale. Just connect the flow to fill. Before slope blur. Blend. Connect to
background, foreground. And let me go to result here. Multiply. Now we have
control over the heights. Alright, this is d, one bay
for creation of the Estonians or any type of Valls stone or breaks
or something like that. Select this one. Maybe connect that
to detect edge. Let's go to result. You go, you have
this kind of effect. Let me grab **** in front. Control S to save me connect to create a height to normal or the space you need. Right now. Connect it to normal. Connect this one to collusion, as well as heights, color. Let's go to whatever level. They're up. There you go. You have different effects. Let's hit Control Z. And go back to our grant. This one here might include and this one
to predict fight. As an exemple. Why nuts, that's good. Let me reduce the blur
and add more surface. A bit more height. Also, let me create
a compelling, nice beak to act as grand. And also maybe a
high-pass grayscale. Flat D. Higher values. And blend this dummy spot three. Multiply it less and less. High-pass. In here, maybe less intensity. And in here also. And as a result, really simple, really fast, really effective, but you
have no control over D. Maybe this reverting or
can't move the, for example, the smallest stones based on biggest stones and debt
based on dismiss SQL. That's good for this
team, good for fast. Grand creation. Maybe use maybe this noise. All right. Find the edges. Connect this. Let
me see the result. Ridiculous. But it's something
that's beautiful. Can you stat maybe
something Nick days. So we change it to
something like this. Here we add more edges. Something like this. Alright. Grab this Control C. And also you can't do the
acidic part of the graph, Control C and create
another graph. Test, sort of V. And create a base material. Maybe dielectric non-model. I'm into collision and height, release them range of
one normal to an onload. This one to height and also
create a ambient occlusion. Native bit more sample heights. Create output to note and no
clinic and viewing 3D view. There you go. You
have a Rucker ground. Fast and simple. Let's go to base material
at more roughness. Go to blend and play
with the height. Maybe add a histogram. Range. Sit the
range to one down, maybe high-pass grayscale,
and make them like this. Let me add little bit
of maybe some noise. This blend to multiply. Less porosity. Now highpass grayscale. Now Berlin to the max, maybe connect that
to the background. And now we have enough grant situation by pestis. Maybe you saw motor level before. And also we have snow
cover that you can use. Three, connect the
material and pitch. We need to change
our someting to DUE. This. Go to snow. A bit less fresh snow. Melted snow, more fresh snow, and beat it up. Use a nice-looking also, you can use called
Credit journey tour. Going to create journey
that random lines. And you have control
on number of splines. Mix, segment, spline
rotation, random, split, scalar, spline, light that
you can type your own. Desire. Light
illuminates friend. Maybe almost a fate mod or stars or both, or none. After days you need
to add after this, you need to add the blue. Let me add the
heights blend here. Let me hide blend. The old Heights blend. Goes to the top. Can see you can. Something like
this to the scene. Let me add a histogram range, range of one, less. Push them out. Maybe likes, branch
likes or anything. So this is a fast way and
this is more complex way. You have more control over
where these kind of material. Let me go to Edit. Going to reset the height each time you switch to
a different graph. Alright. Now, let's go and talk
about exporting textures. Of course, you can export your textures as
good as material. I'm going to discuss this. Material or SPSS are materials
in the next chapter. In this chapter,
Let's wrap things up. Export and texture only. So let me switch
back to such TRR and hit Control S in order
to export your textures. Textures, these outputs. And you can see up
here the base color, normal roughness
and other things. You can go to this ranch
and export outputs. You can change the
location format. I'm suggesting TIF,
but if you want, you can choose any formats. And also this naming pattern. It's going to be starting
with the ground, the name off the
graph underline, and identifying their,
for example, base color. Also you can choose your color space,
sRGB, rainy, linear, or usually set the everything in her at all except base color. And simply export, export, done. Let me open up the sport. And here as you can see, it's exported the textures. You can simply open up
the model set to Lubeck. Go and grab a mish already. Substance Designer mesh up here. Maybe change the light. This is something else. This sunflower, It's
from HDR haven. So I'm going to
include debt as well. Change the mode to
color vector up. And maybe darker. Default material. We need to have
displacement height, scale of 0 based the
0, and also collusion. Let's drag and drop the
height to displacement. It's going to
displace the surface. Normal to normal roughness to roughness and
non-metal illness. So it's got the albedo and
also convergent evolution. Right now. We have our material inside set to go up and
escaping the height. It a bit lucky. It control there
in ray trace mode. As you can see, our mesh and bit lower as simply go to round cube mesh enables
sub-divide Clark and maybe two times
or even more. Scared and let me
rotate the light. Alright, that's good. Let
me grab another mesh. Maybe spheres to tides. High, deep Round Cube,
go to sub-divide. Three times more. Yep. That's it. Can't go to Render. Let me go into
germinate based on your height image section output and change the resolution. And some pill. Know denoise there
and hit Render. This way you can
render your material pretty basic in
marmoset tool bag. But inside Substance Designer and let me hit Control S Again. You can go to Ira. Go to scene. Changed its
sub-division method to parametric maybe five times. Go to material added is
going to default to the x. I'm using OpenGL, so
let me switch dad. Like the light. Let me change that beaker. Let's see which light is better. Or this scenario. Alright, maybe can change the height scale
and other things. Go to render at max Santa, maybe 1500, and add
more time to render. As you can see, 500
iteration and one minutes. Alright, that's it. Let me switch to OpenGL. Next chapter we're going to make some that breaks based on SVG. Victors. Make some patterns and export the material and the
rendered inside Substance. Painter. See you
in next chapter.
23. Introduction to SVG: Hey guys, and welcome to the
last chapter of this course. In this chapter, and we're
going to make some fabrics, not exactly this kind
of close enough. We're going to make
them with SVGs. Svgs dad created outside the substance designer or
inside a substance designer. Alright. We're going to work
with m vectors. We need to have a
vector to work with. And you can work with vectors
that export it outside. Software like Adobe Illustrator or maybe another
vector software. Just keep this in your mind. You need to have your SVG, indeed only one layer, and it has to be on one layer. And then you can save that. With SVG. Now we can
import your SVG. But if you have, if you don't access to Adobe, adobe Illustrator
or software later, you can always convert your image to the SVG
in so many sites. And this converts
Sheol is one of them. So I'm going to choose a JPEG, black and white JPEG, and convert these two vector, SVG and convert it. Going to upload then
come birth and download. Close that up. Now we need to import this
feature to do just hit space. As you can see inside
the search box. Svg is one of the atomic. Now let's so we can
find it here or you can simply search for svg. When your dad's going to ask
you if you want to create a new speech or import the SVG. In this case, we
need to import that. So let me get up to test. After debt is going
to ask you if you want to link the resource
or just import it. If you just import the resource every time
you change the resource, not going to affect
the important one. It's safe to link the resource. So I'm going to choose link. Can see our SVG is loaded. But there's nothing
show up into. First of all, you
need to convert it to grayscale and change D. Convert the black to white. Set the color to white, and that's going to show up. It's inverted cars. We are working with white value. Simply drag and drop the outputs or create a inverse Gretzky. If you drag and let
go look for invert, it, just going to show
the invert grayscale. Now we can work with the vector, but it So jacket at
the outside edges. So let me fix that first. Bluer HQ girls could connect the and imbedded vector
quality all the way. Layer a bit bluer enough to cover the jagged edge. And if I connect that
to output, by the way, this is the output
that we created in a previous chapter. I to normal. And also height inputs. Connect to each input. There you go. You have your Is svg loaded and ready? Let me add one.
Alright, let's nice. And just like any shapes and
sites such as designers, you can always create
a tile maybe sampler. Connect these two inputs. And let me close this base parameters
and just work be it. Tight sampler parameters. Go to patterns section, change the button
to better an input. And it's going to load in your tile generator
or die sampler. You state them on tough. Tides. Shift transferred, the connection has
too much height, so let's go to Material Editor. Material default edit. I already paying debt here. So let's go down and
reduce the height. It's has a bit too
much a collusion. So now we can go to tile sampler and
do anything you want. Size change, scaled,
and in this case, it's not good to
have scaled random. So keep that in mind. Maybe leave a bit of rotation, not random rotation,
overall rotation. Something like this. It's a nice pattern. Maybe a little bit smaller. Here. There you go. If you want to carve that, you can kind of make this connection or here
and add a in birds. Great skill. Let me debt. We need to add that
after ten samples. Imrt grayscale connect to
invert and connect them back. And as you can see, we have subtracted
four on the box. Alright? Now, the next option is to create your own SVG inside
and Substance Designer. To do that space search
or just select the SVG. This time until the
substance designer you need to create your squeegee
based on new resource. It's going to ask you
about name and dimension. I'm going to leave that
in five to 55 to hit. Okay. And as you can see, it's has nothing in it. So you need to create
your svg data. Switched it to grayscale and
maybe background of black. Leave that in black. And inside 2D view, you have two options. Foreground and background. Brush, pen, simple shapes, and did a bit of editing tools. Substance Designer is a
good or great software, but it's lacking some features. And SVG is one of them. It's not good, but you
can make your specie. Let me select the brush and
make that a bit bigger. And draw something. As you can see,
it's rather simple. Now you have your output. Also. There's a, let me see if I
have a nice example for you. Let me go to my folders
and find maybe. Oh yeah. Here. Limit,
grab this, breaks. Import the resource, and show you what
you can do with SVG. So let me create a SVG
from new resource. Maybe this time, 2048. By 2048. As you can see, svg is, it has input
value as well. Just connect your a
square image input. Now you can't see it. And create maybe sprayC. Let me move that each
time you draw it's going to add that to the previous one. So don't worry, it's going to be added or set by default to max. Needs a bit patient, but it's a nice technique
to have exactly. In this case the same breaks. I'm not going to do all
of them just for you. So let me do this one as well. Maybe this one. Alright, now, let's go and
disconnect the background. Switched e2 gray scale, and now you have some bricks. Let me quickly add a maybe
non-uniform blur grayscale, connect that to both inputs. Add more sample,
little bit less blue. Let me invert inverted from blues knots. Let me create a new bluer. Multi-directional walk Rescue. Maybe two. At least a bit of randomness to make a more tar out of insight. Adrs, white areas. All right, now let's go and add a height blend back
fronds, you know, did. So. Now let me hide,
blend them together. It's quite effective techniques, so let's connect them to use the same background. Connect that to need to release the change
the connecting mode. You can't find it up here. One standard to
material and compact. Let's go and connect
it to color. Can see you have maybe
go to IT, scale. You have your menu
based on your image. Any few need to
change the shape. You can go back to speech. She had a bit of white values. And it's going to be process
all the way to the end. Somatically. Maybe. And this break. All right, let's see. Let me double-click on this
one and single click here. Here. Again, see if I create a
new white area inside SVG, it's going to affect
all the way to the end result.
You can see here. Let me switch to Ira and
go to Material Editor. Let me see what we have here. A little bit of scale. Seen, a deed
subdivision with Todd, parametric and maybe three. With this technique, you can easily create your brakes
based on your image. In our foot. Limit, delete them, go
back to our patterns. All right, let me delete this. Svg is good, but let me
show you the points. Something like
Adobe Illustrator. You can edit basic shapes and maybe add basic
shapes as well. Add another here. Something in the middle. And it's going to see something really rough drawing reader off. So let me delete them. In this parts. In this chapter we're going to work with import the switches. Let me import SVGs, SVGs, delete them all. Import a new SVG from
file and not here. Here. Svg I have 19 CPGs
link resource. They are quite simple, something like this. 19. So let's hit Control
D. Duplicate. How many of you
have 12345678910. I meant three more. Let's go to second one. And it's going to see if you double-click and deep
Sui Ji or any file. It's going to show you basic parameters and also some
fair specific parameters. In this case, Pat. So let's go here to the
address and change these two. And I did the wrong Sue-Je. This one is two. And let me
change the others as well. I need to import
them separately cut. It's going to be hard
to do that this way. So starting again from
resource, GI Forum, fine. Link, convert white debt up. Another 1 second 1, I think exist. Each time you import something
inside Substance Designer. It's going to put in here already source at it telling me that this resource
already exists. So let's delete them. And let me do something else. Right-click on your project. Package, import or link, link vector graphic
and take them all. Import. Import here. Now we just need to
change the gray scale and each black to
white background. And also, in this chapter you will learn how to import
your three models in sight, substance, 3D designer
and bake the mesh maps. Just like the substance
to the painter. Maybe. This video or next, let me finish that up. Almost done. Those are the basic
shapes that I can't find. So now we have our switches. We have a little bit of time. So let's go and
right-click link. This time. To diminish. I'm going to go to my
materials and find a mesh. It's telling me that this
mesh contains sodium tiles. Do you want to CDU deems
or import as YouTube's, I'm going to say null. And as you can see here inside the resource
going to create our mesh and also material debts attached
it to the ears mixture. If you want to show your
material inside the Viewport, just double-click for
mesh to be important. So here it is. Now if we want to
bake your mesh maps, just go to the Explorer, right-click. Big
modelling formation. It's going to open
up this window. You can see we have three tides. It's uridine at, it says. So. Let's go. Maybe at a baker can
see the material here. Add ambient occlusion
map from mesh. Let me see curvature
and therefore a mesh. If you have any normal data, sculpted data can use a
normal map for a mesh. And if you have a high
poly mesh with details, so you need to add your mesh
at High Definition model. From here. I don't have that,
so I'm going to tell the substance designer to
use low as high-definition. Going to look at the
low poly model and bake the data front 2D,
Hopefully itself. So let me go and grab a position map from esh
and also what space. You can override
the default format. I'm going to use TIF. We need T for water space
normal and position. If you want to projects, try planner something
into your mesh. I'm going to show your death. So also you have control
over, it's pretty basic. You have control over the
baker by clicking depth. As you can see,
it's really similar to substance 30, painter. Normal map position and cetera. Default size 2048. It's good. Match by name and
I don't want to do there was a option somber. Let me see. If you
have more than material more than one
bacterial, it's going to. Asked to bake all the
materials or just one or just one tie or all the tight so it's not
going to show me, dad. So let's go and start to render going
to bake information. As you can see, that's debt. I believe I made a mistake. But see all the materials. I can't see that, but I swear it's somewhere here. No. It's really can't see. So let's close there. Remove the mesh. Right-click again. Link to the mesh. Import that. This time, let's say yes, UDM. Go to the basic
model information. It's going to show
us the idiom tiles. So let me add a baker
ambient occlusion. Maybe curvature, not normal. What space normal. Position for a mesh. Let's still that
use low as high. So here you can tell that
to bake all the tides. Now let's go and
start to render. Now it's baking. All right. Close. Now you have your bait
Matt mesh maps here. Yeah, that's good. I don't know which
one is the right one. I believe the bottom one. So let's delete the old ones. Each one of these
contains three types, so alright, Let's go
to the next video. And in the next video
we're going to make a pattern out off these shapes. Start building our fabric. See you in next video.
24. Pattern design for fabrics: Welcome back. I added a inverse grayscale after SVGs to make them
look like this. Lift this tool for this video. So let's go and construct d inverts in grayscale
and connect them. Let me see what we
have and what we can do is double-click to load them. All right? This one
is really good for corner is I guess
look like this. This can be maybe main here. Let's start debt. We already know Oddi,
circular, splatter. Its use their output
to the input pattern. Go to pattern and image input. And as you can see, it's loaded. Let's go. And maybe a little
bit less Radius. Scale. Maybe more radius. Have more room for a scaling. Maybe three. Alright, that's quite good. As you can see, sometimes accidents are making
really nice shapes. And let's put this
line in the middle. So create a blend. Doesn't matter it front or back, because we are going to add. Max is good as well. But let's make this smaller. Cynic, the connection
transformed to D. And if I transform that, now, shift and all, it's
going to repeat itself. Maybe it's not that bad. Let's go and hold Shift,
rotate 4045 degree. Make it later with V here. Now let's see the result. Double-click on the Blend, single click on transport. Not Dead goods sold. Let's go to Transform, base and parameters tidying
mod absolute, no tidings. Little bit bigger. Now
we have our main shape, maybe somewhere,
something like this here. All right, now we have another main shave that
we'll leave that for now. Maybe here it is
good as well as D. And this one planning to
use this shape up here. Let me go and maybe make a shape. Note. The basic pyramids. Make something like this. Line. Rotate that 45-degree. Maybe make it bigger, like five. And also maybe here. All right, let me
tell the shape. Note two knots. This good. Graded blend, not background or foreground doesn't matter. Exact shape. And create a middle gray scale. Simply. Transform, Transform to
right-click middle or x. Now in blend, add
blend mode to max or at a bit more in the x-axis. Alright, maybe a
little bit less. Now, go and create
another shape. Control D to duplicate that. Great ape blend and hit, Subtract on blending mode. Top one. Smaller. Let's blend. These two shapes together. Mix the intimate unless x. Alright. Now, and it's maybe
not 45 degree 0. Rotate this 190 degree. Now we have something like this. Maybe safe forum. And then 45-degree. The safe. Now to save transform, transform to a D with no tiling. Maybe hit Control
D to duplicate. And several times. So maybe grab one of them. Shift, shift. Make debt in the
middle and the frame. So let's go and grab
another circular split. Split that they're circular
and connect this whole ting. Change the pattern to inputs. And maybe false. Kelly the blend with Max. Connect this two. Inside
splatter circular. Rotate, rotate, rotate here. 45-minute deaths rotate. Rotation for ideas angular rotation, alright. Forty-five. Make debt a bit speaker. E3, ring radius. Now we have something like this. Let's add little bit
of sickle shapes. But first, let's add this one in the
middle of this cross. And eight, blend. This one at SOP. Also one of the
transforms control PD shape here in maximum. Nice as well. So let me scan and debts down. Debt to add linear touch. And now we have something
like this. Also. You can let me create a mask out of this
shape, so that's good. After dad a histogram scan, find your shape layer, you have enough contrast. Before connect this top
shape to the button. Let's add a blend to
the front. Subtract. Didn't add here. Now you have your shape, shapes and cut out. And also you have control
over the shape as well. Amy scale that down. All right, that's good. I
mean it a bit more quality. Good. Didi maybe
transferred this to duplicate and create create the transport 2D. So we need to have a limit of circular things. I'm going to create
them with psi sampler. Bit the disk. Good. Rotate the
whole 45 degree. Oh, it's not going
to rotate dead. So let's add the safe transport. Grayscale. Rotate 45. Alright. Now let's go and connect
this one to the mask map. Click on tight sampler. We did this before. Let's go all the way
down to the mosque map. And you need to have more. Let me add more. Distant not working.
Let me add a bluer. Maybe it's to handle. He's stuck it on a
scan, make it wider. Networking. Don't learn it. You make
these circular things. Different techniques. So
let's go and create a shape. Make a disk, and
a transform to d. This time go to tiny
mode and absolute, just tidy horizontal,
double-click and deep transform Shift and
make them really small. Alright, Now, let's go. Oh, I didn't. Really bad mistake. I guess we can make that
up and be the tide. Some flair, nuts,
masked 45-degree, simple blend, Muscat
by going to work. So let me find a sweet spot. Any 67. All right, that's
good. But we need to add that just middle part. Current concert
D, D on this one. And maybe replace the middle part. Let me see. Just rotate this one. Replace them. Middle part is not working. Oh, repeat. Now that's repeating. So go and connect that. And now we have here
something like this. Let me go ahead and
bypass this one. Did it go make this line vigor? And also less styling. Something like this. That's good. Now, let's go maybe this time replace this circular outside edge. Let's graph the original shapes and connect him to
make this one smaller. Just need to subtract this cross based on this output, not invert the mask to
create something like this. Let me hit X to switch to import inputs. So let's create a new plant. Put that here. Here. To dip back. Now we have
the intimate AF, design. Great. Now let's
go back to maybe whereas Circular make during, inhibit beaker, during radius,
inhibit bigger scale. And at a bit more. Now we can safely or take dads
or maybe create a sampler, connect this InDesign
to the pattern. Change the pattern input to
here. But they're an input. This tiling, six-by-six maybe. Also rotate them. 45-degree. Maybe less tiling. Repeat a four by four,
or even two-by-two. That's nice. Now let's go and maybe at 0.5 repeats
or an offset. See 0.5. And also you have control
over the global offset. 0.5 in this direction. Save. Not quite like this,
but it's nice. The arrest stuff, the design
by hand that generate it. So let's go and grab this one. And a transform to D. Connect that to transform to hold Shift, rotate 45 degree. Grab that and move it here. Blend. Maybe another
transform to the after. We have control over the scale. Rotate before the escape. Connect them to get there
based on max value. Double-click and blend,
single click on transport. And make that smaller. And puts a Shangdi design. Also you can go and
in this scenario, you can go and tell that
to tidying horizontal. If you want. Yes. Let me go and meet or debt by x, not x. Why? Maybe also add a middle or middle gray scale? Now connect that to the blend. Now another mural or Control D. Connect it to dab
mirror and this y, this time middle foreground. Now we have distinct here. Now let me see what we have here so we can repeat
dead automatically. So let me grab it. Transform. To transform, connect
debt to blend. Select the transform hold Shift. Y distinct. I link because I told this
one to not tied me. All right, let me transfer
this transferred this one. We need to add this 1 first and other blend and mix transform. And minus 0.5 and a mural or grayscale invert x. Now clinic dead. And now we have
this cool design, basically by combining
important victors and also some shapes. Now let's connect outputs
and see the result. To the normal occlusion. We can't see anything.
Just right-click. Be outward. 3d view. And as you can see, we have our design. Load it. So let's
go to material. Paying debt. Go down to sedation factored
little bit higher. Mean level is 0. And it's going to see low. Nicely. You can tie the material at the top of the material editor
maybe two times. Also. You can change D input
value of title sampler. It's confined. A really nice design. If I have anything. Maybe just one. Connect that to an input. Pattern and input really tiny. It says rarely really, really tiny and I
can't see anything. Also this one. Let me change that by no, circular one is good enough. Switch back to disk and
let's sit your design. New switch back to
around the cube. Right-click View in 3D view. And let's see, there's
all tier material. Default at eight pin. Anybody tough decision factor, mean height and this height. All right, Now, the next
video we'll be going to add a fabric pattern behind these designs and add
limit of a color, roughness, and
other good stuff to make the design more beautiful. All right, see you
in next video.
25. Making a basic fabric: Welcome back. In this
part we are going to continue working on patterns. Little bit of fabric pattern that we can't see in this image. Quality. Let me go to our pattern output. May be go back to tight sampler. Maybe add a bit more. Scale, not that much. Maybe something like this. Let's go back here and pattern and make
that a bit bigger. Like so. And maybe less occlusion or less height, almost 0 height. Let's see in this
matter and x, sorry, space to see a pattern. Repeat. Yeah, that's nice. Now let's go and add
another sampler. Connect the output to
the pattern input. Switch to better
into pattern input. Size off. One, less. Repeat. Two-by-two. Four by four. Maybe. Alright, now, let's create
a shape. Squared is good. And connect that to
mask map inputs. Go all the way down to Color
section and mask it out. Select the invert the mask. Go back to shape. Why this thing not
working no more. So let me see going on here. Let's not do that. Let's go and do the
same trick as before. The blend just want
the best one to front. Subtract. Go back to shape, scale it up. Somewhere. Here, I guess 0.75. Remember that scale? And in why? 75? Now we have this thing created. Transcript the connection. Now here. Maybe a little bit more shape to row. All right, in the middle. Go and create another pattern. In other titles, sampler and
let me find a shape. Maybe. Something like this. Yeah. It's connected to input. Switch the pattern
to patterned inputs. Symmetry random go down to the pulsation offset of 0.5. Go up, scale that
somewhere like this. Now let's go and blend dads. Same blend mask. Maybe change the
size a little bit or offset this today it
a bit in size of set. Say dead load a bit.
Let's not do that. That's good enough. So let me transfer
the connection. Now we have this. Let me save. Go up
here to parents size. Change that to 96. Have more quality. Pattern. Fabric button, am using texture and
generators patterns. And we have some VIF
patterns. We can use. Let me drag interrupt them. One of them is for
output or opacity map for mass and mask to leave too, it's more suited. So let me change the scale. High. Maybe even 200th. Heights blend. Shapes needs to be even more. And also add histogram. Let's go back to
heights put into first. Now create a histogram
wrench to change the range of the patterns. Add more whites. Maybe. Let me switch the connection to bed and let me
go to explorer. Double-click on our mesh. And yet it's something we can use a divider. Here. Let me use this one. Let's add a transform 2D. First of all, rotate
that 90 degree, change the tiling
mode to horizontal. And I'll chief article. Make this small me find a position by using a blend max. Here. Right? Now. Let's add a two lines
at the top and bottom. But let's use, let
me use a shape. Make really small in the y-axis. It's Control D,
transform, 2D, reset, transform, and blend
this together. Max, even smaller. Down. Also another blend. Same transform. Max connect at T2, same shape, and move the line up a bit more. Next. So here. Alright, now add a mirror,
mirror and invert. Now connect that
to the same blend. Also, we need to add
another transform, d here, event into more
event to have more control. Now, duplicate this mask. Here. Back to 248. Now this mask, and make this one smaller. Maybe transport mode, the
whole thing a little bit down. Now connect this to the output. Now we have a really
nice divider here. Alright, now, see, we have enormous bit
more surface area. Let me change the
lighting as well. Studio lights. This is good. Let me try another one. This is the one.
Control S. Save. Maybe make it a bit bigger. Let me make it less. Shape. Ten by ten. It's automatically,
it's going to be yep. Good. Now the fabric pattern, it's a bit too small, so let's go to maybe 300, maybe 200. That's good. Copy. Duplicate this pattern. That brick pattern blend that. Put that on top of D outputs. But the mosque shapes opacity and also transform 2D. Rotate 45-degree. Now we have 45-degree rotated fabric
pattern with pattern. Patterns designs.
Not all of them. So let's kinda this one to here. Now, to add output C, we need to blend this pattern, this pattern in Max. Add this one. Mask. Good. I believe we need odder. Svgs are nice as well. Not quite like the design. You can use them, but I connect and
change the inputs. So keep tent in your mind. So let me go up and it
clean to delete everything. Dad not using our graph. Maybe change some of the positions. Maybe add some D to duck. It's data bit more organized. This graph. In the next video
I'm going to add some color metal and
roughness value. See you next video.
26. Finishing the fabric: Welcome back. Let's go and add some
colors to scene. Let's go and create a blend. Find, find everything
at a uniform color. Maybe some pill. This color. Put dead in back. See maybe for test. This one as mask. Base material. Why
basement area? Because if you look closely in site-based
material parameter, we have material presets. So if I go and grab a cold, it's going to be exactly a gold, gold color created
by substance. Team. Let's use this color, outward color to the front. As you can see,
it's more accurate. Let's go to base material
and release the base color. Connect. Yet we
have some colors. Good. Now, let's maybe add some Xin. We can add xi1 render, but if you want a fake Xin, you need to create that. Go and create a blend. Maybe replicate this color. Maybe from friends. Find a lighter color, a bit lighter than
the previous one. Let me find a noise. Maybe something like this. Before connected to connect
into Blender has opacity. Let's go subtract the pattern. Now let me go and
change the color. You can see we have some
variation going on. Go to your noise, less contrast. Now let's connect
that to color output. Right? Move them up. Let me go and get another blend. Use same mosque here. At a uniform color. Change the mode
to aggress scale. All the way up to the
roughness, white color. Connect that to the back. Control D to duplicate the
uniform color to the front. We don't have any
roughness input. Go to paste material,
release the roughness. Oh, let me shiny. Go and do roughness. The base material. Can see if I rotate the light by holding
Control Shift right-click. Can't see the cold area. Little bit shinier. It's lacking metal near cell. Needs to control D, B, k, the whole tank. Go up, this time. Almost white. Button one or background. Dark. Double-click, release
the metal illness this time. Connect that to
the metallic mass. And as you can see, we have
some metallic patterns. Only. You can control limit unless by changing the foreground color. Almost no metal or fully
metallic, less metallic. Let's go to the patterns. First of all, let's add
the fabric pattern here. The shapes. Alright? Anybody find the fabric, fabric February. First of all, Tyler Moore. Guess that's enough. And also the department, a bit of height.
See the normals. Maybe. Let me see. Maybe connect this patterns only to
the output height. Leave the fabric pattern
to the normals on D. And our height would
be just deep patterns. You can invert them, change the height and stuff. All right, now, let me
show you another trick. This pattern only. You can always, let me show you in this pattern
yet this is better. You can always use a or is it D? This track, grayscale
and have these outlines. But insight. Now use maybe blue or this time. Not. Connect the mask to pivot
and choose the coordinate typed or round to Angular or wherever you want
and changed it. This stands maybe
something like this, maybe a bit less
strike. Correct? Something like this. More smooth that out. Now let's go and create
a Heights blend. The back and the front. Two heights blend. Contrast all the way up and
change the height offset. Something like this. Meat. Grab all of
these and move them. All right. Now let's go and
maybe use this mask as mask of knots. Let me go and create
a ambient occlusion. It's going to ruin the graph. So this is two goes to
hide or to collusion. No height, roughness,
almost snow and it's to be a bit blurred. Edges. Cubic crystal. Alright, now, let's go and
connect it to collision gate, a height normal surface. Maybe this time. Uniform color of 0.5. White color for roughness, dark color for metallic
dc2 as height. Now, as you can see, you have a little bit off edge. Let me go to I didn't material
and change the height. As you can see, you have here little bit of this beveled. You can't use a blend, not subtract that out. Now connect to the output. Now have this effect. Depth controls by
subtract opacity. Really easy, really fast. Getting different
typeof outputs. Go and change the output graphs
to connect them. Let me go to materiality. Change the height. Here. I guess we are tiling two times McLean the graph. And let's go to our patterns. Now. That's not bad. I have a border here. But indeed output, we don't
have that because shape, UV, don't worry it's
there definitely. All right, that's good. Now let me go to
base material that we used for generating deep base color and change the material preset
to maybe silver. Maybe compare. This good. Let's go and save. And let me scale the 3D window up and maybe find
the realization. Also in camera you have
a perspective view and let's rotate the light. Switched it around there to Ira. Obviously everything
is backwards, so let's go to
material edit, OpenGL. That Heights. Good, That's good. Let's go to seeing edits
and sub-division method. Number of subdivision
three maybe. Alright, environment
edit and enabled the grand to have
some ground shadows. Maybe a little bit of Zoom. Alright, let me
change the lighting. A scenario something
like not too yellow. Not good either. The steady. Maybe. That's good. Let's do 606. And indeed, render engine, we can use material edit. Can you see it a bit off? Subsurface scattering
Xin, Xin and xing color. Something like this. Let me see. The subsurface scattering
enabled by default is white. For subsurface scattering,
color scattering this dance a bit more. Alright. Let me rotate the line. Maybe. Go to use this one as. Again. That's more like it. Also blend. Go to NYSE at maybe
something that cloud. Let me go and change them and
managing to OpenGL for now. Connect this, as you can see, it's going to be red, select and gradient. To convert that. Let me go ahead and drop the opacity to have layer
a bit of dirt to the gold. Ira. Maybe a little bit more. All right, That's good. That is good. Similar net in the
pattern area and look, maybe fabric better position to have more better. All right, that's good. Now, Same here. Roughness values. So let's go and create a blend. Connect this one to back. Let me see. Same pattern throughout
the opacity. So now connect it back. Breaking up Mass Department. So it's good. Alright, now let's go to our render. 1515. Read or max sample. 600 seconds. The maximum tight. There you go. There you go. Your head it now the simple
graph, simple fabric, CPGs, combined, substance designers, patterns. All right, Also one more thing. If you want to have opacity, you can go select the output
or create another artboard. Let me create another artboard. Type. Output. Name. Opacity defined capacity, out
code and paste the name in, Identity Finder and label. This is our opacity output. Go, maybe find this VIF pattern, the originality of pattern. And hit control D. Maybe use the same
invert in gray scale. Where is it? Inverted grayscale. And connect that to a histogram branch to
have more control. Connect that to a plus
CT. And as you can see, immediately getting some
kind of C22 fabric, let me enable divisibility off the HDRI and change
the pulsation. A uniform color of
white. Grayscale. Changed it to black out. V0 to put into view. Right now you can see
total the fabric. Let me connect the pattern. Change the position of
the stick it on orange. Let's go add a blend connectivity
pattern to back an HD. Designs and subtract
that from the pattern, as you can see here. Connected back to opacity map, these orientation. So let me go connect
this to stick around Dan to blend. Now we have distinct. The design needs to be inverted. Inverts P2P Connection. Let me change the blending mode. Now if I drop the position, just the design remain
changing D position, it's going to affect
heat capacity. Let me go and hide deep HDMI, safe and switch to. Now change the opacity. Going to see, can't see
through the fabric. Maybe somewhere around
point a, That's good. Let it be a rendered. In the next part, we are going over the,
exposing the pyramids. And using this exposed pyramids, maybe, for example,
subsets, 3D paint. And also we are going
to export our material as SP SAR or SPC. See you in next part.
27. Expose and Export: Welcome back. Material
had been rendered. I'm going to camera and
save a render desktop, for example, named public safe. Let's go over something
really important. I mean, I re OpenGL or eight. Now, let's go and
hit double-click. And the root graph
or empty graph. Let's go change the
name of the graph to fabric or whatever
name you want. Also the label, type
of the material, it's going to be
Standard Material. Icon, predict debt, load. The icon. Inhibit, squeezed. So let's go to the camera. Let me override the size, maybe 101080 by 1080 b squared. So let's save this render. Double-click the MTA is space. Click again. And now you have
Tom need for your material. So let's go and add fabric
as description as well. You can write your
own subscription in category lived, empty, alter. You can write your name and
your portfolio address. And also let's add
some parameters. So let me go here
to the opacity. We are controlling
opacity by changing the position of the
histogram wrench. In order to transfer this slider to the root of the graph and give the user to have control over
opacity or anything else. You need to go over this drop-down expose as
Neil graph inputs. Identifying there,
it says position. So let's call that opacity. Also labeled opacity. Let's add inside
the group, maybe. See named group opacity as well. It's going to be a
slider by default. Default is going to be 0.8. Mean it's going to be 0. Maximum level is
going to be one. If you want to do, if you want the maximum
level to be 0.8, just changed to 0.8. Use air can't go over 0.8. All right, Now, hit duplicate. It's going to be
disappeared and blew out. So double-click on graph. Let me close these attributes and you can find that
parameters here. The input parameters section. You can edit them
or have a preview. Opacity, open dopa
cities section and you have your opacity. And if I, throughout
the opacity, as you can see, it's
going to affect the same. So let me change
the opacity also. You can have a new value, something that I like. Maybe 0.9. Safe dat up here
in this drop-down, apply current
setting as default. As you can see, our
default now, 0.9. So let's go maybe. Let me see. Change the metal
illness of the metal. Notice here, change the
mid tallness designs by exporting this color value. Tallness. Copy, paste, and let this
be in their own group. And now let's go to
the root of the graph. We have two sections, opacity section,
Metabolists section. Now we have gradient value. Alright, now, see
what we have here. Maybe, maybe this design
goal to this title sampler. This time, let's combine
two sliders together. So Let me go to X
amount of this pattern. Expose as new graph. It's called the C pattern among copy. Let me type pattern among the dead pattern group. Okay? Now if I go to route off the graph by double-clicking and
DMT part of the graph. Inside the pattern section, we have pattern on one byte. But if I increase the
pattern, as you can see, it's going to be repeated
in deep one direction. So let's go back
and taste sampler. Double-click. This time. Let's go and use this drop. Use existing graph
input pattern a month. Let's choose this one. This way you can connect
due to different slider to one slider if I increase
pattern now as you can see, increasing the pattern amounts. Alright. Now, let's go. Let me see what we have here. This design. Here. Let's combine these
two pattern max. Now. First of all, let's connect this
one to pattern and blend one to here. Alright, now, let's go and add a safe transform grayscale. It has some Thai link
going on up here. Connect that to blend. Double-click, drop down of
the Thai amount or this one. And connected to
pattern amount as well. Yeah, it's not
going to behave the same because they already
tiled of two times. So you can't expose
them separately. Lowers and hit. Okay. You can titled him. Alright, day not going
to be behave to same. Let's not do that because
this is more advanced matter and needs to be solved
by using empty function. That's going to cover
the entire function in a beginner tutorial. So let's go and
not do their hair. If you want, you can. Whereas if you can combine these flowers
before using title sampler. Now, let's go and
find something else. Maybe. This one. You can do the same as, but you can go to the scale. You have same ability to expose
new graph input and have control over the scale, size. Something like this. Other things. Yet you can't explores
almost anything. Even split or
circular. Turned on. You can expose that
are here as well. And that's good. I'm going to getting
up a little bit and include this material inside
Project folder as well. Let me tell you really important think would
be export D graph. If you want to share your graph it other people, you can't go. Save us. It's safe,
and that's it. But let me grab my knee it. And as you can see, we have eight fabric SPS. And if other people open up your graph and your graph contains something like this
in a bit of a ready source. It's going to be missing
in their computer. And this is going
to be solved by right-clicking and the package
export the dependency. Let me delete the old graph. It's going to ask you
for output directory, acidic your daily activity. And also it's going to be export your SPS and on the
other resources. So let's go and export dare. Net exporting explored
the dependency again. Maybe because of the mother. Let me delete the 3D model. Distinct debt does
not responding. Know sometimes it's frustrating. So let me export again. Steve, to restitute in
the institute review, let me create another
folder and export. It's not worth
exploiting anything. So maybe there's a bug. Again. Switch to round it. Cube. Camera is a
little bit off. 45. Alright, It's not exporting. I don't know why. But
maybe for working. Now, Let's go. I click on package
and publish SPSS. It's going to ask for flight
pet and archive compression, and it'd be in auto,
so hit Publish. All right, dairies
problem here somewhere. Know what, maybe close S1. Save As This PSC. Close the app and reopen it. All right, let's try again. Critique and explored
with dependencies. Folder, Desktop. Now it's creating something. Your SPS Substance Designer
file, dependency folder. Inside dependency
of older you have all the switches and your
mesh and your big mesh map. The person who open up your, opens up your material and
it's not getting any errors. So let's go and click
on the package. Publish SPSS file. Select your pet, and leave the archive
compression as auto. Publish. Where is it? Here? You have your
SPSS file generated. And let me open up the
stops since 30 Painter. Let me open the mesh. Fabric peg to a k.
Now we have our mesh. Let me run a quick bake, mishmash, 48, Lois, Hi. And then him enough anti-alias. I believe in meshes. So struggling. So anytime now curvature enough and just need
the normal collision. So let's go and drag and drop our material inside the
shelf or asset versa. It's automatically
recognize base material. Maybe this project and import. As you can see our thumbnail
showing up as well. Drag and drop the material
inside the viewport. Height. It's enabled by default. Turn off debt. As you can see, we have our exposed I can
change the opacity, but we don't have
any opacity output. So let me go and first of
all, change the shader. Alpha blending OpenSCAD pass. Now you can see d
o plus d t inside. That sense painter. And also you can export
your materials colors. So let me go and create
a uniform color or simply hit Control D and create a new
maybe blue material. Create a multi switch. This time color. And connect debt. Also, let me add a
HSL for the fake Xin. Maybe little bit lighter. Alright, now let's go and expose the multi
switch color parameters. So we need to expose
the input section. Acidic should only expose color selection. Inside loop. The maximum, It's going to be. Two. Default is one. Default one, mean one max two. Alright. Now, let's republish SPS IIR from this time and go
to substitute the painter, reload, drag and drop it. It's going to be
white by default. Now we have a new
color selection. Change the color to
red. A bit more. Alpha city can see we have our material on showing
inside substance 3D painter. And this way you can create your own library of materials. Alright? One more team
would be distinct. You can, you can
add a empty input, space, type, input
color, or Gretzky. Add a input, maybe tile
generator or anything else. If you set this tight sampler
pattern to input pattern, your pattern insights
ofs as designer, it's going to be gone. But if I republished my material and go to our name, input will be shape. Shape as well. Republish. Go to painter, reload that I can drop
again. This time. Let me go. And this time
saving the opacity channel, you have input shape here. And if I go to all false, maybe something you'd
like this belt, drag and drop it here. As you can see, are going to show up and then
replace the suit Galois. Here. Then we go and
increase the resolution. And it's going to be
recalculate our whole graph. Not just couldn't
escape or scale it up. Yep, it's much better. So let's go and maybe add. This one is input shape. This way you can have
control over the shapes. F, they're leaving
subsets, designer, guys, listen, are done. And as I sit, I'm going to, I'm going to clean up this graph and put it
inside predictable debt. You can use that as well. All right, That's it.
28. Conclusion: Hey guys and welcome back. The course is finished. As you know, probably I didn't need a bit of change to the some
part of the graph. The rocky ground. I added the HSL to add more light and limit of
saturation to the scene. As you can see, you know, you have a HSL or where d and base color before
connecting tune based material. And you can light the
scene up earlier a bit, maybe a bit less saturated
or more saturated. I saw labeled and frame
deep part of the graph. As well as deep fast grand. It's separated and ready to use. Also in fabric. I labeled every team and
also add a green color. Let me change the color there. Go to pattern. And that pattern. Let me see color
selection, color too. I need to go back parameters and color selection and change the maximum tool of default,
two, maximum three. Now, Let's go to Preview. Acidic tariffs color can see the green color
is presented. So that's debt saved. Probably a foot. Get ready, upload the uploaded fabric. If I have a chance
to replace that, do that and if I forget or for some reason I
couldn't just remember, go to parameters, color section, and change the maximum
tool whatever you want. But first, go to multi color
switch and add more inputs. Alright. I probably upload it and
replace this material. So yep, that's dead. And also the building material framed and labeled. So let's go and
discover the graph. Change the inputs, move some
things, and maybe scaled. Maybe change the brakes
and leave it there. And after that, make your own materials,
share your materials. Keep practicing. And also don't forget to go
and leave a comment. Thank you guys and good luck. Bye.