Transcripts
1. Intro: Hey everyone, if you're looking
for a course and how to make stylized materials
inside Substance Designer, this is the right place for you. We will be covering
most of the basic stuff and heading over to the
creation of cheat sheet, which is going to be our
guide moving forward in material creation as
the course progresses, we will always be adding new stuff to the
actual cheat sheet. Meaning when you get to
the finish of the course, you will have all
the tools needed at your disposal ready for
your journey afterwards. I hope we have an
amazing time together.
2. Navigation: Hey guys, and welcome
to the beginning of this course here. So the first thing
we're going to learn is obviously
the real basics here. And it's gonna be
about some navigation, how you use the overall program. And I'm going to talk a
little bit about PBR because some people might not
know what it actually is. And without further
ado, let's dive in. When you start your your
substance designer, it should look
something like this. Or probably there is
new graph pop up here. And what we're gonna do is we're going to
create a new graph. And it's just gonna be
some test graph that we can just have a little
bit of playtime around. And that's why I'm
going to call it test. And the parent size
is two K resolution. Everything else you should
leave to do to default. You can use some templates, but we're not going to
be using any discourse. There is a reason for that
as well, and I'll show you. There are two key resolution is completely fine for working. You can, depending
on your PC specs, you can make the resolution bigger or you can
make it smaller. I like to do to k.
So let's click Okay, and let's create that graph. So as you can see, we have a few tabs here. We have the graph, which we add some nodes. And as you can see, we can have a lot of nodes here. And this is the main, the main area where we work in. We have the Explorer
where we see some packages and we see
our graph and a package. And you can have
multiple, multiple graphs in one package. You see properties. And the properties are
if I get on node inside, you can see some
base parameters, attributes, instance parameters. We'll all, we'll
cover that all up. And they're usually, so these are the attributes
and base parameters, arm are on all nodes, but these instance parameters are based on which
no would you choose? So if I choose a
shape or if I choose, let's say this noise
that is clouds to I have different
incentives parameters here. You have a 3D view of
what you're doing here. You have a library where
you can pull out stuff, but we will not be using that because it isn't that useful. Because most of the time you'll just be
pressing space and searching for the nodes
you seen fit to use. Instead of just scrolling
endlessly through the library. And of course we have 2D
view, which tells us, which would, which tells us what we're selecting right now and
how it looks basically. So for starters, you can see there's
nothing appearing here. So let's bring out a shape node. So type in shape, press space bar, and
then type in shape. And also the navigation. If you haven't figured
it out already, it's middle mouse-click
to move around. And you click to move, a left-click to
move nodes around. And you can pull this pin
with left-click as well. And now throughout the
course you will see some sort of little
shortcuts and tips like you can rewrite
this using Alt if you hold, if you pull it out and press Alt left shoulder is you
can make another one, but it's all gonna be showed respectively
when it should be. So let's bring other
shape and we can go down to some instance parameters
and go to pattern. And let's choose a paraboloid. And let's scale
this down to 0.8. Just so you can feel, you can play around
with these just so you can feel a little bit of responsiveness than
what's actually happening when you tweak
these parameters a little. And now what we're gonna do
is set up some output nodes. Basically why we're
not seeing here. We're worried we're not
seeing anything here is because we don't have
any output nodes here. And what we do here is we
create an output nodes like so. And we'll call this
base color exactly. And this base color is basically going to be
the color of this cube. So let's do uniform color. Just type in uniform color
into the search and choose, let's say, an orange one. But you can see the cubes
color is not changing. It is because we haven't
applied the actual, the actual output
node as we should. So press right-click View in 3D view and base
color over here. And now or cube is orange. The next thing we're going
to be using is a normal map. And you'll see how each
and every one behaves through this simple
demonstration here. So let's say normal here. And we're going to drag
out of this shape. And it's going to pop out with a search bar and we're
going to type in normal. And it's hard to see
anything in this one. So bump out the intensity. Something like ten maybe. Or you can even go higher, 20. Let's go forward. You just
for the sake of this. And you're gonna plug this
in here. Nothing's changing. So we need to
right-click View in 3D view and select
the normal map. And now we can see even though the phases are completely flat, as you can see, it creates the illusion that has the actual cube is popping out in this
shape, this shape here. Now let's do another
output nodes. And it's not going
to be this one. Let's see roughness. Now. Roughness behaves
very interestingly, and I'll show you how actually
let's connect this one up here and view in 3D view and
find the roughness here. And as you can see, the black parts are
reflective and reflective. It's really reflective
because it's completely black and the white
are the parties. The less reflective it is, the more rough it is, so to say. And you can see really well
in this demonstration here. We will copy this one. And we will say height here. And we will apply
this view in 3D view. And as height. Now a little changed, but the biggest change is
if you go to materials, sorry, materials
default and edit here. And scroll down to hide scale. If you bump this up, this is now not the best, the best height map, but
if you bump this up, you can see that this is
no longer a flat face. It actually worked the shape. So it pops out.
Literally pops out. It's not just a fake effect, it's actually making the
geometry in that shape. So the last map I'm
going to show you is another output node and
its ambient occlusion. So let's call it a or for short. And we're going to pull
out from this shape here, Typing A0 and ambient occlusion HBO and plugged it in there. Now you can see this snowed. We can change the height depth and we're going to bump it up completely just so
you can actually see the difference
once we apply this. So again, right-click View in 3D view and ambient occlusion. And you can see, you can see the depth way better with
the ambient occlusion. And that's what that's what
the map is actually four. So you can change this, you can adjust the height. Now, this might not be the
best presenter of this map, but you will see in future how the ambient occlusion actually functions and fields. So basically, you can bump
up the values and make it pop out more and make the
sort of these lower parts, as you can see, make
them more black so they kinda pop out more. So that's it for this sanction. Let's move on to the next one.
3. Beginner Nodes: Okay guys, so continuing on with the course in this section, you will learn more
about simple, really, really simple, so to say, nodes, how you use
them a little bit. You will be experimenting a lot. We won't be creating
really anything, but you will see how some nodes work and
how they function. So let's begin
with simple graph, and I'm going to
say a graph name. Let's say, I don't know, nodes seems the simplest. And it's gonna be a
really simple graph. But it gets you
to actually learn a few tricks and methods and a few nodes and
what they actually do. So you don't, if you're
a total beginner. So you don't go into
this whole course blindly because that would be a bit too much of
a hassle for you. So first things first, I want to teach you
a way of adding output nodes immediately
and making them, making them useful immediately. Bring up base material. And click, right-click on it. Create output nodes and create nodes for
hidden connectors. We don't want that. And this just
created base color, normal roughness, metallic
height, and ambient occlusion. In just one go. We have all these ready-to-go. We're going to
remove the metallic. I just wanted to show this. We're not going to really use
output nodes for this one. But I just wanted to
do a quick show off. So you see the method. So continuing on, let's
start with some noise. So let's see cells one. And this cells one. We want to, let's downgrade it to something
like five, maybe. Yeah, that, that should do. Now, a good thing you can do is do edge detect node
and edge detect node. What it does, it basically
detects edges on these shapes and you can
tweak the roundness. Let's put that to zero and
you can tweak the width. I want that to be something
like 1.5, so pretty thin. Now we will use
fluid-filled node, and this node is a
bit complicated to explain for the beginners, but we will use it
a lot throughout the course and you will see
it's full functionality. But basically this node, this node allows us to do, is it allows us to actually get access to all these
fluid-filled nodes. So b box size, color, gradient, grayscale position,
and bunch others, we're not going to be
using all of them, but most of them are very, very useful and we
will be using them. So let's do a
fluid-filled to random, sorry, flood fill two
random gray scale. And that gives us
all these shapes. And it randomizes
their grayscale value. So we went from this to this. And the randomization comes really in handy for
a lot of stuff. So one thing I
wanted to show you is another node is
histogram scan. So this is a method we
will be using quite often, but this is simplified
version of it. So with a histogram scan, you can choose contrast and
you can choose position. So if you choose max contrast, everything will be white. You can see, you can pop in as many or as
little as you want. And if you bump
down the contrast, some of the gray ones
will start showing up. But for this purpose, we want to bump up the contrast. And let's, let's choose
these shapes for now. Now, what we're
gonna do is we're going to create a blend
note here, sorry. This blend node is going to
blend with this opacity. Opacity is gonna be this. And we're going to bring
out a uniform color, you know that from
the last session, and let's choose a green color. This is just for
testing purposes. Now, you see a problem. We are trying to
blend gray scale and color values together, which just doesn't work. It just doesn't work properly. Meaning we need to get this grayscale value
to be color value. And we can do that by
adding a gradient map. And this converts the grayscale
value to a color value. Even though it is still, so to say gray scale, it's still black and white. It is a color value
now and Canada, and it can be blended
with another color value. That's what's important. And we can dock this node if we
press D on the keyboard, and now it looks just more tidy. And you can probably
see what happened here. So we blended this color and this noise using this mask here. And it's colored only the
shapes that we're this, this exact ones that we can sort it out,
filtered out here. And we can sort of make the blend a little bit lighter and choose
the opacity of it. I'm just going to
keep it to one. Now to move forward, we will go up a little
bit and we will create a tile sampler weight. We need to de-select
tile sampler. There we go. So let's
play with this. Let's do something like eight
by eight x and y amount. And this is a paraboloid. Or actually let's
do five-by-five. I think that feels better. Now there's a lot of these parameters and you
will get to learn them. Learn basically all of them. But this is just to get a little bit
familiar with older nodes. You don't have to
understand everything going through this little
small pattern of things. So we can randomize
the size a little, but I don't want
that on the x and y. I want to scale this up to something like
1.5, maybe even 0.5. And I want to randomize
the scaling by 0.6. And actually something
like four works better. And now we can go to
do position random. We can do whatever we want here. Offset, I like to do 0.5 on almost every thing
I want to offset. I feel that it fills
out the most space. We can do some rotation, but it doesn't really matter because the shapes are circular. Rotation random also doesn't matter because the
shapes are circular. But let me just show
you real quick. If you change the pattern to
say this, sorry, a square. And let's just change the scale down so we see what's going on. If you change the rotation, it rotates all of them. I don't notation random
basically just randomizes it. Randomizes what it
rotates and what doesn't. So let's turn this back to four and this back
to a paraboloid. So let's scroll down even
more and we have color here. We have a mask random
where we can randomly remove shapes from
our mask here, I'm not going to be using
that for this demonstration. What we are going to be
using is called random, and it will randomize
some of the colors on this very plain. So I'm just going to do
something like five. You can also do color like this. You can reduce it
or increase it. And we have blending modes. I suggest using the max, but when we need to use the Add, you will know, don't
worry about that. We have also the global opacity. So now we can invert gray scale to get a really
cool looking like a VOR and I sort of looking noise that it looks really cool
and we'll use something similar once we get
to material creating. Now what we will do is we
will get a blend node and we will blend this with
a certain thing here. So let's use Clouds
three up here. Now, since the scale is already to one and I can
only increase it, and I want this to be
sort of zoomed in. Let's drag out and get
a transformation to D. And I'm going to sue, sorry, I'm going to zoom
in a little bit. And if I press shift
it, it's ratio. There we go. That looks nice. And we're going to
plug this in here. And what we're gonna
do is we're going to run through some of
these blending modes. There is copy, ad Linear, Dodge, subtract, multiply
a bunch of them. Most of the time. We will be kinda messing
around with them, changing things
and doing things. Some of you might be even
familiar with these. But as you can see, you can just go
through them using your scroll wheel
and see kinda mix, kinda just go through them
and see what they do. And basically, some of them are pretty self-explanatory
like subtract. But with some of them, it's more like you need to actually see an experiment to see what's actually going on. With the blending nodes. I encourage you to just
play around a little. You don't have to
understand everything now, but just play around a little
and see what does what. You don t have to
understand everything. But even a little can
help quite a lot. So we're gonna do
something like subtract with them because that
looks cool like this. And then we will use another node that is
called directional work. And directional warp warps the shape using the
intensity inputs. And using this
intensity parameter here and the warp angle. So we need an intensity
input and let's set this to something
like here, this one. And we can bump the intensity. I want to bump
into 40 so you can see how it's actually changing. And you can see if you
change where it is going, you can sort of see
what it is doing. So there is, you can change the angle and you
can see the shapes, the outlines of
some of the shapes. Now this is because it's
just a demonstration, but usually that's
not a good thing. Anyways, this is looking
pretty interesting and cool, like some sort of clouds, as the name suggests. But the last thing
we're gonna be doing is let's blend
these two together. Just for fun. Let's blend. And of course we
can't blend this. You know that we need a
gradient map to turn it into a color color output. And let's do, let's dock it. Let's get it here. And let's do something
like multiply. Multiply feels nice. And that way we can
add this shape to it. We can even do
something like overlay, which is also fun to use because this way we can overlay
the stuff on top. So let's use that for now, and let's end it here. And let's head on
to the cheat sheet.
4. Before you move further: Adding Custom Nodes: Hey guys. So before we
start with this section, I need to show you how to get some custom nodes going for you. Because the customer nodes, we will be using some of them and some of them will
be really useful. So let's just run, run through these real quick. So the first thing
you need to do, you'll get zip folder
with all of them. And you can get them by going on custom nodes and just
getting all of these here. So find the folder where you like to wear you would
like them to be. I'm just gonna make
a custom node. Nodes, open it up and just
place them all in there. You should be able to
download this really easily. It's really simple. And also none of these nodes, you will not get in
trouble for these. These are all three nodes. And I'll probably
include some links to the actual nodes themselves
from the creators. So now I want you to
copy this path here, copy it, and now go to
Edit Preferences here, and go to projects. And library. Now already have some here, you won't be having anything. So just click Plus
here and the folder, just paste the URL here, select folder, and
it should be added. Something, something
happened here that that's not the right one. Let's just copy. There it is. And select
folder now is the right one. So click Apply and click OK. So now we have them
in our system. We just need to make them
able to be showing to us. So let's click plus on the
library here to add a folder. And we'll call this
folder custom notes. And we will add a filter here. And now we want this to be URL. And basically filter. What we want is to
choose this as a graph. And just go down to the right too little and paste
your URL here. And as you can see, all these nodes popped up. That is basically it. We now have all these custom
nodes that we will be using. And we'll get to them and
we'll get them working. You'll see in the future videos also you can rename
this if you want. So custom nodes find or
maybe Basically that's it. See you in the next video.
5. Cheat Sheet: Perlin Noise Shape: Hey guys. So let's start
creating our cheat sheet. So for starters, let's
open up a graph, new graph, and let's
call it cheat sheet. Cheat sheet. And leave everything
else to be default. So for starters,
let's get some beer, let's get some output nodes, and we'll use the
base material here. The technique that you
already somewhat NO. And right-click on it. Press Create and output nodes. And create nodes for healing connectors,
you want to say no. We're going to delete
the base material and we're going to
delete metallic here. And bump this up high here. And let's start getting some
of this to work properly. So we'll use a uniform color and it's going to
be a grayscale, just going to get
something like this. It doesn't matter. You can
change this to a preference. Let's get a normal
and plug it in here. Let's set it to something
like 34 starters. Another uniform color. And it's again going
to be grayscale. And we're going to
set it somewhere near white, something like this. Then let's get our blend nodes, not there, rather here. And just plug this into normal and plug this
into height as well. And ambient occlusion bring out to A0 and it's going to be HBO. And since we want to
see what's going on, Let's bring out 0.6 high depth. It's quite high, but it
should do the trick. So let's, let's do
some shapes now. I'm going to begin with
a very simple one. And it's going to start
with a Perlin noise. And let's not move
that far away. And I'm going to do
something like five. So Perlin noise is the bread and butter of Substance
Designer, you can say so. It has a lot of good uses and you will come
across it a lot. So it's only, it's only
good if we start with that. So we're going to set
the scale to five, which sort of Xunzi
then, as you can see, what we're gonna do next is just bumping
into auto levels, which just kinda clamps. If you were to do
this with levels, it just kinda clamps
this from here to here. And as you can see,
they're pretty similar. So we're gonna do that. And what we're gonna do is bring out a thiol
sampler right now. So that tile sampler is gonna
have some parameters here. And we're gonna change
this to be six by eight, this x and y amount. And what we're
going to change as well is we want a
paraboloid here. So let's scroll down a little and let's make this
paraboloid a bit bigger. Something like 5.5 should work. And then we should have
a scale map multiplier, but we don't have a
scale map input here. And that's what we use,
this Perlin noise force. So lets just grab it over here and bump it
into scale map here. And then scale map
multiplier do something like 0.85 that should do
to do the trick now, positioned random, we
want a little bit of it, not too much though. One. And let's do 0.5 for the offset, which is basically, it just offsets a little bit of these. And I find that 0.5 is almost
always the best for this. Another thing we want to do is another color
parametrization multiplier. And we want to plug
the color map here. This is the same color mapping as is seen here and
just bump it to one. What that does, it's going
to change the colors of these shapes according
to this map right here. As you can see. Next up is we want to
multiply, duplicate this. So copy paste. And let's set this to
something like ten by ten should do the
trick here. And now. Now comes the fun part actually. So I'm going to place
an order levels so you can see what we're
actually doing here. So let's place it here. And notice that we're not
seeing any value here. So let's just press right-click
View outputs in 3D view. And everything should
be set up here. So material, goods and
materials default and edit. And we wanted to do a
little bit of height scale. And let's set
distillation factor to four and rounded cylinder. I prefer that, that one. So let's blend
these two together. And we want to invert
gray scale here. And now, you probably remember this kind
of shape and pattern if you watch the beginners
beginners videos. And this is, this is
something similar to it. No, not quite the same,
but really similar. And you'll see what
we do with these. So we want to set
this to men darken. And what this does is, as you can see, on
zero is this one. And it's slowly carves out. It takes the black values from here and tries to put
them on top of them here. And now, if we get this here, you can see how all
of it sort of works. It can carves into the shape
where these black spots are. And it looks quite
nice as you can see, some of them are left out here. But we don't want this
much of an effect, so let's lower it down. Say 0.4. I think that looks fine. You can see we agree,
we have created some very, very
simplified rocks. And wary they're very, they have a lot of
sites and that's what we're looking for. So let's get another one here. And this one is going
to be 15 by 15. But the thing is
with these ones, we want to keep everything
organized here. So when you come back
to these materials, you know, what's
actually going on. And it's not just a bunch of
spaghetti nodes and whatnot. So let's select this one
and bring up a comment. And the comment is going
to say, primary shape. And nice thing if you select
before adding the comment, It's going to be become
attached to the actual node. So let's do the same here,
selected type comments. And let's do secondary shape and place it on top, like so. And it becomes
attached to it. Here. This one, we're going
to comment again. And this is going to be details. And let's just bring that
up here and it's attached. Perfect. So now what we want is
another blend node from this one and just
drag this out here. And what we want to do
here is not men darken, because if we were to do that, it would create some
very weird stuff. And we don't really want that. We want to subtract these. And as you can see, even with only two, only 0.27, it's quite a harsh, harsh subtract blood node. So we want something really
subtle, something like 0.5. We want these kind of small side showing
up small details. And we don't want to
carve it up too much. So let's set maybe 2.1. This could work as well, but I find that some of
these are a bit too noisy, so I'm going to
turn it back to 05. Now, let's move this
a little bit to decide just a tiny bit. And let's do a directional work. And what directional verb does, as you have seen, it basically just warps in an angle with the
intensity input. So we're just gonna
do this one here. So 90 degrees -90 degrees, we want it to come
from down, up. We're going to use the details
here as our intensity. And you can see how
it's sort of made more, made more of these sides
and move these rocks to create some more
natural ledges. See, here, we still have some of these unnatural
looking edges. But here we have
Kinder remove them. You can see the warp here. You can see how
straight it is here, and how we work to adhere
to remove such thing. And another thing is gonna be another directional water and we're going to warp
it with itself. And what I found
this to be good, if you put a high value, it extrudes the shapes
outwards and you almost completely remove signs of
unnatural looking rocks. As you can see. There, it's hard to find an edge that doesn't
look that natural, maybe this one here, but it's really hard to find. And after further detailing when we step into
material creation, it's going to be
impossible pretty much. So this is the first
shape we created. And let's just put a frame on it so we keep stuff organized. So let's just do something like purlin Perlin noise shape. I think that fits it the best. And let's head on
to the next one.
6. Cheat Sheet: Tile Sampler/Distance Shape: The next one will
be a little longer. And it will start
with a tile sampler. And what the style sampler will do is basically we will do something like six by
six or six by six. Let's do six by three. That should work fine. Sorry. Let's do a bit of
size difference. So we want 0.1 here. We want these thin needle looking shapes and we
want to lengthen them. So 0.75 on the y scale. Let's leave it at that. And let's put 0.8
and scaled random. We want some to be bigger, some to be smaller,
and so forth. Position random, we do need a slight position
randomness and offset. As usual, 0.5 usually
works the best. But you're free
to test this out. And now we're going to
do a bit of rotation. And I like to put them in
this kind of rotation here. And we want just a slight, slight rotation random
because even if it's 0.1, we have all these
messy looking shapes which we don't really want. We want them to go sort
of in the same direction, but not too much. So 0.3 or even point
to look, looks okay. And we will go down here, scroll down and call
random to the max. So what we will do is a
simple distance node. You've seen this before. Just put this as a
source input and the mask is going to be
Histogram scan here. And just put positioned to
one to make everything white. Here, put 5,000. And you should be greeted
with these kind of shapes. So before we do anything, let's do a quick directional
warp with a crystal node. And the crystal
node is going to be something on five,
pretty zoomed in. And let's just keep
everything as it is and just do something like
40 that should do. Afterwards. Let's just imagine detect
and the edge detected. I'm going to place on edge width one and adds roundness zero. We don't want any roundness. We want the edges
to be really sharp. So we're not getting
any shapes yet. But bear with me. They, they will come up soon. So let's do a flood
fill node now. If you haven't watch
the tutorial videos, we're basically, we're gonna be using this kind of method a lot. And this method is pretty
popular among material makers. And it's really, it's a
really good node that can get us a lot of stuff and can get us a lot of various
different rock, rock sort of shapes. And we'll use it a lot and
just bear that in mind. So it's an important
thing to learn here. So from here, it's going to allow us to use
the fluid-filled notes and we want the fluid-filled
to gradient. And let's copy this two times. So we want three
of these, like so. And now what we wanna do is
we want to randomize them. So let's get an angle here, 145, Something like
that should work. And angle variation, 0.15. So what angular variation
does if we bump it to one? It basically creates all
these random angles, as you can see from where
the gradient is coming from. As you can see if
it's zero here, all of them are
going to be going from this position
to this position. But if it's one,
everything is random. So this gradient is going from black to white
to like this. This one is going from
black to white like this. So we want a little bit
of angle variation here. And let's set up the rest of them are We want a little
bit of it here as well. So do y -25 somewhere
in that range. And just a slight tinge
of angle variation. Let's do another one here. Angle variation 25
should do the trick. And 145 again. That seems like it can work. And now what we're
gonna do is blend these together
with min dark and, and something like 0.6. And you might not see it, but let's just copy. Oh, sorry, this is wrong. Let's just copy it again
and do this here again. So let's grab an auto levels. And let's plug this
finally into here. So it's hard to see on, on this 2D version of it. But as you can see, we're creating these
lines and these edges. So we create better rock shapes. But before we do that. What we wanna do actually is put a gradient map here
and put it to gray scale. What is gradient map
is going to allow us is if I pop in here, you can see how we can
sort of sculpt these out. Can see how we can change
where these lines are exactly. So let's put this
completely to black. And I want this one to
be something like here. As you can see, I
want that to create that sort of edge on top. Like so. That's what I'm
sort of aiming for. Now let's just maybe go
a little bit more down. That should work. Maybe, maybe a little bit
of a different angle. You can change how the whole material
behaves with this one, this more of an upright angle, something like this,
works really nice. And this is kind of more of Over way to do things by hand and to
sculpt them in sort of. But it's really useful
to learn that as well. So I really suggest
you doing, doing this. So let's do a gradient
map here again. And I'm going to do gray
scale. And the same thing. And what I'm gonna do here. So let's just set this, and let's set this one to black. And let's do another one here. And you'll see why. So if I sort of
pair them together, they will create this interesting
line, as you can see. But we want these black. So yeah, as you can see, this one to recede inwards
and this one as well. Yeah, that's, that's
working pretty nice. So let's move this
a little bit more, something like that, and maybe spread these
out just a tiny bit. Let's create something nice. And we can always come
back here and sort of change the angle of that. I think I like this one. Now, you see there's a
lot of noise going on. We'll fix that in a minute. But yeah. This is something
I think I like. But another thing that
we could do here is we could grab a Perlin
noise again in, put a, put something
like five on it. And before doing this, so let's make some space. Let's set another blending
mode and a Perlin noise to it. And do a multiply. I'll multiply. So as you can see, it doesn't make it a bit
darker that I admit. Chile, we don't want that
to multiply x2 overlay. Overlay is better. So if you didn't see
this kind of methods, sort of makes the edges
a little rounder. And you can see a little
in here to change. And it makes them a little bit more interesting and
a little bit more natural with this Perlin noise. So I suggest using that. The last gradient map
here is this one. And let's do grayscale again. And what I'm gonna
do with this one is I'm going to get this
to somewhere like so. I'm going to clamp
these two together, like really close together. And I'm going to bring
them out like this. That looks quite fine. Yeah, that's that's
pretty okay with me. I'm just going to copy this out and I'm going to
place this in here. We don't want the
same Perlin noise. I mean, it's nobody's
really going to notice, but it's usually not the best to use the
same Perlin noise. And you could copy this and
just change the random seed. But what is usually
better is bringing a transformation to D. Because this is a cheaper
way of creating variation. And this is not really
that important. So it doesn't need to be like a real different version
of Perlin noise. So just pumping out and
change it to some random. So these two are
different, as you can see. We can dock this by using
D on our keyboards. And this, if you're making
some big materials, which one's, which one day
you will probably be making. It makes you save
some memory and some just some processing power with this by not creating
another noise from scratch. So let's plug this into here. And as you can see,
it immediately made this look a little bit more
natural, just a tiny bit. So you're getting some
cool shapes here. Definitely some really
nice carved out shapes. What we wanna do is let's get
another fluid-filled node, flood fill, and we're looking
for this to be box size. And what that creates is, the smaller the shape is
in this particular matter, the darker the shape is, if that makes any sense. So see this one is one of the smallest and it's really dark. And you can really see it if we do some audio levels here. And what we're gonna do with this is we're going
to get a blend nodes. Now you don't to do this. It's really isn't
that necessary, but just put this to multiply. And what this will do,
I'll let you plug it in. It will get some of
those shapes back. And some of them will pop out
based on how big they are. What you can also use is fluid-filled to
random gray scale. If you want this to be
completely random and not just not just some, what is the smallest. And I don't think
this â‚©1 too much. So you can do this as well. So random grayscale. But that doesn't give us
much of a good result because sometimes the
randomness is a bit weird. So the best bet
if you want to do something like this is actually just getting getting
a B box size and just auto levels and
plug it right in there. And this creates a cool effect. Sometimes the material
itself is better without it, but I'm just going to
keep it for now because that's that's what sort
of intended to be like. And let's move this
to the back here. The next thing we're going to do is we're gonna do
a histogram range. And this sort of helps us
correct the edges a little bit. And if we do a range
of 75, there we go. We create, the edges
are still really sharp, but we create a little bit
better of a thing here. And we're not just
going to do that, we're going to do
invert gray scale. And let's do a
histogram scan here. And put, let's put a
contrast up a little. And the position, we are sort of really looking
for the edges here. So let's just put
something like 0.6. Something like that, I
think will work fine. Yeah, something like
that should work fine. And let's do a non-uniform
blur gray scale. And by using Shift-click, drag this down and
plug this one on top. And this sort of,
as you can see, it kinda blurs these
areas around the edges. And that's what
we're looking for. But we want it to
be more subtle. So 0.7, maybe one. And if we place this here, this is, this is way
better than it was, although it's still creating
those weird shapes. But sometimes they're really
unavoidable, but we will, we will fix them
as much as we can because that's what
you really should do. Everything else should
be left to normal. Let's see, Let's
see the results. If we put something like this, if we put way too
much of a position. I mean, this is the sort of
just kinda blurs the whole, the whole shape we
have going on here. And we sort of lose that. We do get these
clean looking edges, definitely, but we lose a lot. So I think disposition should be maybe if I really do
something like this, this position should
be something like So. Unfortunately because
we're gonna lose weight too much detail if
we do it otherwise. But we're not done yet with. This, so let's do a
distance node here. And instead of masking put, let's put it into source input. What we're going to plug into the mask input is actually
our edge detect here. So by dragging the
pinout and pressing Alt, you're going to create
a railroad node. So we're doing this just
to keep things organized and we're going to
create another one and plug it down here. So for this one, we don't want
anything too crazy. So let's do something like two. So we can get these
edges closer together. And we're going to blend here these two together with a
little bit of multiply. And we're gonna
do something low. Because if you do
something high, it's again the same thing, the same problem or creating. All we're trying to do is smooth out these edges as
much as possible. So it was really smooth here, but we are trying to get these
sort of leveled approach. And it's hard to do so
without losing sight, without losing a lot of
detail on the shape itself. But so far it's
looking pretty decent. So let's do a directional Warp. Now let's bring out our
beloved crystal node. Let's put something like six here and place it
into intensity input. And what we wanna do here
is something like 20. So let's see what
we're actually doing. Something like 20. And let's choose an angle. Because that's really important. So let's plug this in. I think this does
the best job at it. So as you can see, it's created this sort of
fractal ink kind of shape. And that's exactly what
we're looking for. So the next thing is let's move this to
the left quite a bit. Because we need still a little
bit more of working here. So let's do save
transform gray scale. And we're going to offset
this by something like 0.7. We're basically just
trying to yeah, to make different
sort of noise here. It's, it's really in
reality is the same one, but we're trying to create a variation for the purpose
of adding some detailing. And we're going to do
something like 3.5 and the blur inequality
of course one, we're going to go slope
blur, gray scale here. It's actually going
to be our slope and the grayscale is going to
be this directional warp. And let's put the
samples up completely. And let's put this to
something like 1.5. And it's creating those really some kind of weird,
nice-looking edges. And that's exactly what
we're looking for. So let's put a blend node
and let's put this up here. Shift drag again if
you didn't remember. And we're gonna do main darken. And now this effect is a bit
way too much as you can see. So let's do 0.6. 0.6 seems to work. Point for something like 0.4
does the job quite nicely. And the truly last finishing
touch we're going to do is going to be the custom node and it's
going to be low passing here. And let's just try and
do as much as we can. As you can see, some of
these are already fixed. So now, as you can see, we can't really
fix it completely. But this does quite
a good job at this. Yeah, this is quite
a good job at fixing those weird looking edges. So I'm going to keep this up. And that should be it for
this, this one shape. And let's just do a frame
to frame everything up. And let's do maybe tile sampler shape or maybe
something like title sampler. Let's do like slash, distance, node or
distance, just like that. We can do something like that. And yeah, that's pretty much it. Let's move on to
the next variation.
7. Cheat Sheet: Polygon Cliff Shape: Moving on, we have one of
my favorite nodes here. So just before we
actually move on, I figured that this one was
kinda out of the frame, so just put it in just,
just for good measure. A little bit of OCD there, but still it's good to
keep stuff organized. So we will start this
one with a polygon, and we'll do a polygon
with five sides. And we're going to blend
this with a gradient linear. Let's just keep it as it is. And I'm going to
show you one way. So multiply works nice. We get that interesting
fade and whatnot. But what works best is min darken because min
dark and creates this or this whole little edge
here that fades downwards. And that's exactly what
we're looking for here. So let's do a title sampler. And this time this
is going to be the actual pattern inputs. So what we're gonna do
something like four by three. And let's do a
banner inputs here. And let's do size, maybe two for this. Overall size, 2.5
should do the trick. Position random. So now you can see something
is actually happening. And opposite 0.5, Let's do a little bit of
rotation because I want this to be something like let's get that
uneven number there, 110, maybe, something like that. Um, aside from that, some color random
shouldn't be nice. 0.5. Yeah, that's, that
works, that works fine. So let's get an auto
levels right away. So we see what we're
actually working on. And let's just drag this shift, shift and drag, and
drag that down here. So we see what we're
working on here. Just like that. So first things first, directional warp outwards and we're going to use
Crystal nodes. And the crystal node
is gonna be on six. And let's just plug that
into directional work. And let's do something like 20. Let's check it out. Yeah, exactly. Just some
fast detailing right away on these rock shapes. Next, we're going to grab
another directional warp. And this one is going to be
a bit of a difficult one. So let me show you. We'll do a tile random and
we'll do something like 1.6. And we want to do split here. None, we want all these here. And interest amount zero. We don't want
anything like that. And random, why? Something like 0.7? And now what we want
is color random. But this sort of creates a
bit of a weird, weird fields. So what we wanna do is go
down here and select Size y. And let's do this. Something like 0.5. There it is. And what it actually
does is it creates this thing that the
smaller the shape. Again, it's similar to the
fluid-filled node up there. The smaller the shape, the darker the
actual shape it is. So we want something like this. And let's do a directional
warp here and plug this in as the intensity inputs. And we want this to
be something like 35. And we want this to
go down completely. So let's do minus nine till it's got an
even number there. So we want these shipping
or edge shipping to be something like that. And you'll see what I'm
talking about in a minute. So this is something like, as you can see, this is
creating these exact. And if I plug it
in, you'll see this creating this sort of
layered feel to it. That there's a bunch of blocks layering on
top of each other, which occurs naturally
in some nature rocks. If you have seen it. We can bump up the intensity. I found 40 to be
quite a funny one. But we'll keep it 15 for now. Because we're gonna, we're gonna make a bunch out of this shape. We're going to do a lot. So
move this out of the way and let's head into other stuff. So we're going to get
a blend node here. And it blend node is going to have something interesting
coming into it. So let's do an edge detector. Let's do something
like six here. And we're going to bevel it. So let's do a bevel. And bevel is going to be 05. That works. Let's do a levels
quick and just a little tiny inch to the left. So we get a little bit more
of a smoother edge here. Although I think we want
this complete black, I'm complete black pixels here. So let's just have
them like that. Let's do a slope
blur grayscale here. What he's going to be the slope. The slope is going to be a
safe transform from this here. We're just going
to tile it twice. And we're gonna do a tiny
bit of blur. So let's do 11. And as you can see, this looks pretty good. And let's put that
into slope and bump up the samples as per usual and do something
like four here. Now while this is good, we want actually
the mode to be men. Because this, as you
can see, this cuts. But if we set it to Min, it sort of has that
continuation thing here. So what we're gonna
do is we're going to get it here, plug it in. And we can do min darken. And if you remember, that is what does
these edge chipping? And it blends only
the dark pixels. So if we plug that in, you can see quite a
lot of chipping here. But we don't want
it to be that much. So let's do something like 0.4. That does quite a good job. So it creates this really
nice shipping look, maybe a little bit lower. I would set it. Let's check some of
these out real quick. Yeah, I think I think we're going to be fine with this one. Yeah. Everything should be okay. Let's actually just move this
a little bit to the right, maybe or maybe to the left. Let's see. To the left
it kinda closes them up. I think this is the look, I'm sort of leaning
more towards two. Because if this
is a way to open, it creates this weird edges. And let's just, if we
move it a little bit, and if you show it just
sometimes around here, I think that's way better
for the overall material. So let's just move it
a little to the right. Maybe a little more. Which can do with
these actually is go here and it will show
specific parameters. So, well, let's do
something like 0.74, 0.47. That should work for now. Yeah, that seems pretty good. So next thing we're gonna
do a blend node and we want to do a multiply
here with this. Why we want to do that is you'll see when we do the multiply
and we plug it in here. As you can see, it moves some shapes outwards and
some of them inwards. Now again, sometimes it's
better to not have this at all. But let's just for the
sake of having it, Let's have something like 0.4. It creates some interesting
variation anyways, so I think this could look cool. Anyways, let's do a little bit. If you hold the left, you can click on
a line and create a reroute pin,
something like so. And we're going to bring
shadows from this one. And the shadows are going
to be something like four. And we're going to do a
thing called shadow curving. And we want the shadow to
be casting from the top. As you can see, this will just make the whole shape a
little more natural. And let's bump the samples up. And let's bring out
that blend node. And let's go down here. And let's plug it here. And let's do a little multiply, just a small one, and
do something like 0.5. Let's actually plug this
in so you can see what's, what it actually doing. And it creates this sort of
shadow below these linings. And that's exactly what
we're looking forward to make the hall. Rock or cliffs rock
a little bit more natural because that's what usually happens with
these kinds of rocks. They can intrude,
they go inwards. And that's what we're
trying to replicate here. So let's do 0.5, something
a little more subtle. Yeah, that's that's quite fine. So let's move this
to the left again. And let's continue on with this. So what we're gonna do now is we're gonna do
a splatter circular. And that's a node you
probably haven't used before. And it's something similar
to a tile sampler. It just makes shapes
in a circular pattern. So let's do pen
and amounts. 12th. And let's go scroll
down a little. And radius 0.7. Good work. Radius random 0.285. That should do
something interesting. Angle random point to maybe
just a little spreads. That's, that's okay,
That's all okay. Now we need to do
size differently. So let's do 0.4. And
the overall scale, 0.5, we want them to
be a little smaller. And domain thing. I forgot there they actually
shouldn't be paraboloid, they should be disks. So let's go down. And what else is there to do? Maybe a little bit of
rotational randomness. And lasting should be
a bit of color random. So the collar random is
basically illuminance random. So let's just max it out. Next thing, the distance node. The same thing we did before, put this into source input, get a histogram scan. And just pluck this to one. And put this here and just make something like
5,000 really high number. And we have created
these nice shapes. So what we wanna do with them, Let's bring out a
directional work again and put this down here. What that does is it moves the shapes and kinda fractals out
the whole shape here. As you can see, it just creates this chilling effect
that happens here. But as you can see, it doesn't look really
natural when you look at it. So let's do a little bit
of a directional warp. You probably guessed it, it's a crystal node here. Plug it in here to
something like six. And let's, let's
change this a little. So maybe something like 40. We want it to be fractal doubt and something like
this looks fine. Switch to some fat 51. Yeah, that should do the job. And plug this down here. Now, it looks a little better. But it's still, it's
still not complete. And we wanna do shadow
curving for it as well. So let's do a blend real quick. Again, shadows. And let's do something
like 1.5 or 1.61. 0.6 looks nice and we want
the angle to be upright. So 90 degrees and edge
softness, 0.75, maybe. You see it kind of creates
more of those there. And bump up the
samples of course, and just plug it into
the blend nodes. Right away. We're gonna do a multiply. But this is way too
harsh, I would think. So. Let's do something like 0.15. That should do
should do just fine. Yeah, that does that does
the job pretty nicely. Next thing we're going to do is actually bringing out
a edge detect from here. And that edge detector is going
to be something like 0.1, 0.5 edge around this to zero. And let's bevel it real quick. So bevel pointer one, just something
really, really small. And let's do a slope real quick. And we're going to grab
a blur HQ from here. And let's just do, We don't want a big blur here. So let's just do
something like 1.4. And the quality
to one as always. Here. As per usual, bump, bump up the samples and
do something low, 1.35. And if we do it on
men, yeah, this, this creates a nice, nice little value here. So let's do a blend and plug
it into there and multiply. And we want something really
small like 0.01 there. And that's sort of just makes the shapes a little more
apparent, so to say. And yeah, so let's frame
this and name it R. Let's see, polygon
shape, polygon shape. And let's wrap things up and
move on to the next segment.
8. Cheat Sheet: Disc Cliff Shape: So moving on to the last
chapter of this cheat sheet, we have quite a simple
little shape here. So let's start off
with a shape node. And we will do a disc here. And let's scale it down
just a little bit. And we're going to grab
ourselves a crystal known. And let's do
something like four. That seems nice. And what we're gonna do is actually bring out
these disgust, some directional
warp right here. So what this does, it basically, so if we plug these in and let bumped into
something like 50. And as you can see here, this behaves almost completely the same like our normal
directional warp here. So if I would bring it
out and bumpy to 60, we have almost the
exact same shape here. But what this does, it allows you to get
another direction from where it's actually
warping the shape. So that's what we're
looking for here. And we're looking for some interesting sort of
little spiky shapes here. We want to have a few of them. So let's select this
and copy two times. And I want to have
another one like this. Let's maybe change the angle. That looks decent. Let's change the angle. Again. It's maybe been another vector and then lower the
intensity a little. This, this looks really good. So up next, we're going to bevel this shapes and we're
going to bevel them. -0.3. So we create this flat face and top and this
sliding face here. And that's what
we're looking for. I think everything else
we should leave as it is. So let's copy this over
three times again. So just grab all of them and we have three different shapes
that we're going to combine. Next thing, because
we're creating sort of a slate looking cliff. I'm sorry. We're creating sort
of a stacking cliff. So to say, we need
a gradient linear and you're pretty much
well-versed in this. We're going to create this. But since it's not like, it sounds like in this one
here that we're creating it, we are going to be actually
flipping this 1180 because we want the
bottom parts to be the brightest
and the top ones. We want them to
be a little dark. You'll see, you'll see how that stacks and how that
works because we can change that easily
and I can show you so I don't have to explain
it to you that much. It's better to show something. So we'll do mean
darken again to create this side of the shape. And we will copy that over here. Plug this in, and we'll just use the same gradient linear because we want the
same results here. Now, let's bring out
a thiol sampler. And we want to do
pattern inputs. And let's set this to three because we have
three shapes here. Let's just pluck them all n.
And what I'm gonna do is, let's do something
like eight by three. Then scroll down size 3.5. We want it to be a bit wider. And this something
like 0.4 scale, 4.5, we wanted bigger, we want it to cover
the whole thing. Scaled random. So we want to y scaled random. Why we wondered is, as you can see,
when we get that, it gets these little small
layering on top of it. And that's what we are
exactly looking for. Let's do 0.85 into
position random. And now you can see what's
actually happening here. We're getting a lot of these interesting little
layers that we're looking for. Let's do 0.5 as
usual on this one. And you can do something
about the rotation. Usually a slight angle
is better for tiling. But that is really up to you. I'm going to leave this at zero. Maybe if we do a little of this, think we'll come
back to this maybe, but I'm liking the
normal look of this. Let's just scroll down
and go to Color random. We want some
randomness in there. And that should be it for now. So let's just comment this. Primary shape. Primary shape. There we go. Let's just put it on top and we're going to copy
and paste this one. Like so. And what we're gonna
do differently with this one is quite a few things. So first things first, let's change this value. We want six here, so we want more of these. And second thing, Let's scroll down and remove
this color randomness. Now, our directional
work should do. We've worked these
two together like so. And let's just do
something like 30. And let's do 90 degrees. Something like this. Something like this
works perfectly. So let's do a blend
and Shift-click. This is going to be foreground. I'm just going to
be a background. And what we do here is
we do a Min darken, but before that, let's do
an all levels or quick one. Let's grab this here, and let's grab our outputs and just Shift-click and
slide them into here. So we see what's going on. Now this is a little
bit too much. So let's go. Material
is default at it. And let's lower the
scale down a bit. Yeah, this looks
better for peering. So now what this does
is, as you can see, we have created, we need to
do admin dark in here, sorry. So we create these little
more of these layerings, as you can see, but we
want them to be subtle. So let's do one point, 0.1. And you can see the
difference here. We just add a few more
strips here of detail. That's what we're
actually doing here. So let's do a hide blend here. And let's do a Save transform. And what we're
gonna do as usual, I'll just offset this. 0.6. 0.1 should do. Let's put this down here, and let's put this up here. That's exactly what
we're looking for. Now, Height Offset,
something like 0.6. And as you contrast to Max and opacity, yeah,
that's all good. So let's plug this in here. Yeah. So we're just trying to
get more of these layers. So to say, for the
material right now and now, the material, I mean the shape is sorted done, but we're just going
to add a little bit, little bit of detailing here. So let's do Perlin noise. Something like five
or maybe four. Let's do 4.4 and
plug it in there. And we're gonna do
a simple multiply, so something like 0.5. We don't want to overdo it. Yeah. We can make the shape a bit more natural and
pop out in some areas. That's, that's what
we're looking for here. And what we're gonna do now
is a simple directional warp. And with the directional war, but we're gonna do a crystal. But for this, let's do, let's blur it just a tiny bit. So something like
21 should do it. And plug that into
intensity input. And let's do something like 20. And let's choose our angle here. So as you can see, we can
make these go down or up. I want them to go.
Something like this. I think that's that's
looking quite nice. And another thing I
would like to add, and it kinda adds a
little bit more detail. We might not need this step, but just for the sake of showing you why we're actually
creating this cheat sheet, is because we can
just go over here. And let's just grab
this one here. So let's grab all this
and paste it down here. And we have this
little note here, use, ready to use. And let's do a directional
word and chuck it in there. And let's do like
90 degrees here. And yeah, that's
basically adding a little bit more of a warping and
a little bit more detail. If you bump it up even
more or even more, you can see how it slowly
making the shape look weird. But something like ten or 15, which with 90 degree angle. Or maybe we can do a little
bit of an angle to decide, does add just a
tiny bit of detail. We can go back here and
maybe add more detail here. No, no, That's,
that's way too much. Now, something like this should work and we are
basically all done. So let's just frame this and
just name it a disc shaped. This shape, this shape. Let's do that. So, yeah, we're all
finished with this. And next up is actual
material creating. But aside from that, we will, we will throughout this course, we'll expand this cheat sheet
and make it even bigger. So when you finish the course, you not only get
all the knowledge, but also the cheat sheet with all the good methods you used. And you can always have
them at your disposal to just quickly copy paste
and make something, make a, make a start
out of something. So let's get onto
material creating.
9. 1 Main Shape: So let's get into
material creation. Finally, we're probably not going to use most
of these methods in the material and
bowed to create. This is just so I can get
you started on everything. First of all, and then we
will repeat processes and you will get to learn
everything in a better way. You will repeat more, more of these as you go. So let's create a new graph. And we will call this
stylized cliff stacked. You can again call it whatever. But this one I'm
gonna be calling it. So we created a new graph,
completely new graph. So let's start by using
base material here and right-click Create and output
nodes as we did previously. And let's set these up. So Blend normal, not normal. Let's plug that in there. We'll get rid of
the metallic again. A0 ambient occlusion. We'll plug this in
here and this in here. Base color, uniform color, that's going to be gray scale. For now it's gonna be
something like this. And roughness color that is going to be completely
white for now, all are a little bit
darker a little. And let's just get
a random shape just so we set this
to be grayscale. Let's bump this
to maybe 40 even. And just to check that
everything works as it should, Let's change to paraboloid. And let's click here, right click and view
outputs in 3D view, everything is
working fine so far. So let's get started. As always, I like to
put all the levels here and work my way from there. For starters, we are going to
be having a title sampler. Not there. De-select that and tell simpler. And it's gonna be a two-by-two. And it's gonna be a
simple parabolic shape. Let's see. Let's lower down
the X a little and get this. Not, not that way. Sorry, let's do it like this. So let's actually get this
lower, something like that. Bump up the overall scale. And apart from that, I think we're all set. Now. Let's do a simple levels nodes, just a simple one to pump
the values up like this. So we want this flat
face created here. And let's head into a blend. So the blend here, it's gonna be very similar to what we have done
on our cheat sheet. In fact, we can go back
to our cheat sheet. And let's copy this one. And let's go back. Paste it here. And since we don't
have any maps, what you wanna do is
scale map multiplier, and color a parameterization
multiplier as well. Slower than down. I'm gonna do eight by eight. And let's see what
we can do here. Enlarge this quite a bit. But we want to have
scaled random. Something like that should work. 6.6, sorry. We ought to have some
position randomness. So 3.5 and offset, I think it's fine
to stay that way. The main thing
here that changes, this is the color random. Yeah. Now we know we have
something that we want. We're going to do
all the levels. And from the other levels we're actually going
to head into levels. And the levels. We just move this a
little bit to the right. Something like this should work. And we go here and what
we're gonna do is subtract. Now, you'll see we have
created a few sides, few shapes and whatnot, and that's exactly what
we're looking for. And we're just gonna get a lower opacity,
something like 0.6. So what we're looking to
do is create these shapes. Modify them a little bit. And after, after awhile, we are going to be
separating the four shapes and plugging them into tile sampler to create
the general shape. Why we don't have this in the cheat sheet is because without making the
whole material, it wouldn't make much
sense to just have that as as a thing in
the cheat sheet. So for now, we'll continue on. We are going to head
into a directional word. And we're going to do
exact same setup here. Exactly the same. What we're going to change
is just a number here. Let's do 12 by 12. And that should yield
a similar results. And plug this into here. So let's have some changes here. Something like that. Should work. Yeah, I like it so far. What we're gonna do next
is we're going to do just a normal warp with a
bit of blurriness Q here. And let's just plug it right in. If you didn't know, you
can see this value. And if you just click
once on this blur HQ, you can change the blur HQ, intensity and quality
and all the parameters with seeing the other node. So you can modify
this quite a bit. So this is without the blur. And I think I like this. This, this seems nice to me. Let's just do maybe a little
overwhelmed, lower value. Let's see, let's see
how that does the job. Let's leave it
like this for now. This looks pretty good. So let's move this
out of the way. And let's plug it in here so we can see what
we're doing actually. Before we move forward,
let's comment this. These will be our main shapes. And these are the secondary
and primary noises. So that's secondary noise. And comment. Primary. Primary. So let's let's do
it like that. Yep. So because we will need an
actual audio levels here, let's just plug in another one. We'll probably use multiple
auto levels in this process. So we'll do something
like histograms can. Now. We'll just get this to the max and we're going to carry out and
blend node out of it. And what we're gonna do
here is get a levels nodes. And we are going to be getting
this a little bit to here. And let's remove some of
that black color here. And let's see. So I'm liking this just
a little bit more. I think this is quite fine. And what we're gonna do here
is just a simple multiply. And we have some
interesting shapes here. So we basically flattened out the top parts of
the whole material. So maybe, maybe go back here
and change this a little. The overall luminance of
the let's mess with this. I think, I think I'm
liking this one so far. So because this material
is pretty long, I'm gonna do, it's
probably in one sitting. But the video is
going to be cut out so you can go tutorial, but tutorial and quit anytime and know what's
actually going on. So let's do this is going
to be called basic shapes. And that's the end
of the first part. And let's head on
to the next one.
10. 2 Shape Sculpting: So in this one, we are going to be getting
out a histogram scan again and just getting the position and
contrast out there. And we're gonna be
doing fluid-filled. Now, I'm not a particular fan of this method that
I'm going to use. But it does give
some good results. But it could, it could
be avoided if you already liked the looks
of these rock shapes. But let's do some
fluid-filled to gradient. And let's do levels. And now you'll see
what I'm about to do. So just bring this here. So what we're looking
for is these edges right here and we're going to
bump into auto levels. So this is exactly what
we're looking for. And we're looking for some randomness with these
edges, as you can see. So all of these, we're going to be
creating more, of course. So some people go
overboard with these. I like to go Max for, and that is what we are going to be using in this situation. So just get some different
angle variation, different angle, just randomize
it as much as you can. There we go, and we have these. So far. Let's move this
a little to the side. And what we're gonna be
doing is basically just subtracting these blend here. And go here. And we're going to
choose Subtract. As you can see, we're slowly
removing these shapes. And for now I'm going
to leave it to 0.6, but I'm probably going
to change it later. So you're going to see very
moving bit by bit here. So let's just copy paste. Same thing. Just plug it into this one. And now we'd removed
another bit. Same thing. Copy paste. Plug this in here, and we removed another one. And another same thing. Just copy paste. That's pretty straightforward. And we have this shape so far. So what I wanna do is I
want to see if I can, what, what changes if I
put these all to one. So Emacs them all out. So I must admit I
quite like kids, but I think 0.9 In these
will do us some good. Because I want to keep some
of that original shape, but also want to
cut out the shape. I think I'm quite a fan of this. This is looking pretty good. So this, we're going to call frame it and let's
call it shaped sculpting. And let's move on to
the next segment.
11. 3 Shape Separating: So in this one
we're just going to move this a little
bit to the right. And now there is a real
important thing here. We're going to do
a 2D transform. And what we're gonna do
is get four of these out. And now it's the
time where we are finally separating the shapes. So what we're gonna be doing is just setting these
offsets to 0.25, 0.25. And let's see if I can
do something here. We can probably lowered
this output size. But we want tiling mode here and set your
absolute and no tiling. So we don't want it to tile. And let's double click this to x here and you
should get a shape. So now it's just a
matter of 2.5 and -0.25. Just double it. There we go. We've got that
shape. Let's do two. What is this? So now let's do both minus, minus 25, minus
25 and double it. We've got that shape. And now we do -5.5
and double it. So we should have four
different shapes. Perfect. What we're gonna do now
is get gradient linear. And we're going to blend
them all together. So just grab these
actual is due for one. So gradient linear. And what we're
doing here is just getting all these
different gradients. So get this one and
flip it 90 degrees, get this one and flip it
180 and get this one, and just do the 270. So we have everything
pretty much here. We're going to go multiply, but we're going to maybe
go something else as well. We might change this
to mean darken, so we get this shape. We can always go back to that
and play around with it. So let's do actually
just copy paste this. Just a simple copy paste
for each and every one. It's a lot of copy and
pasting because we have the same shape and it needs
to repeat quite a few times. So let's just get
everything in order. There we go. That should be it. So now we're going to
get all the levels for every single one
because we want to bring those values to something
more normal. There we go. And now we need to do a blend. And that blend is
gonna be a subtract. But we don't have the certain thing
that we're going to be subtracting it from. So for now, we're gonna go into the next segment
and do the details.
12. 4 Details: So here in the details, we're going to be creating
the cracks first. And this is a matter of
creating a simple dial sampler. And let's say seven by seven. And it's going to be a disk. And here, let's see. Let's set this to
something like 0.1 and scaled random 2.85, let's say. Now randomize the
position, get the offset. There we go. And let's see, rotation
random doesn't really matter. Color random does matter though. So let's do something like 65. There we go. And we're gonna do a distance
snowed and histogram scan. So just make sure you get
everything right here. And let's bump it up to five K. There we go. Now as detect. And the edge detector, we actually want some
edge, edge smoothness. We're going to do
something like 1.3. Makes sense. And now we're going to
do a directional work. And this might not
make sense now, but it will in just a minute. So follow along. Let's get a Perlin noise out. And the Perlin noise
is going to be set to 13.2 directional warp. And in this directional
waterproof and set this to 30. And just some random angle, we need as much randomness
is possible in this one. Now, directional warp again and copy the Perlin noise again, is just gonna be
up-scaled version of it. And we plugged it in. And of course, this one needs
to have a different angle, but this one should be something a little bit more light because we have
a lot of noise here. Now, we're going to head into
another directional warp. And we're going to bring
our Almighty crystal one. And let's set this to something
a bit more zoomed in. And let's blur it. Just a tad. So quality and 85, just a little bit of a blur. And what we're gonna
do something like 7.5. Again, this angle seems fine. Now you're going to
invert grayscale here. And we are going to bevel this. So the bevel is
going to be -0.2. And this is exactly the
details we're looking for. We can see these small guts. Everything is pretty
good looking. We'll bring this
into auto levels. And now there's a certain thing I don't like and that's this. So we're gonna go back here and maybe lower the smoothness. Yeah, that's,
that's pretty good. That is pretty good. And now what we're gonna do
is we're gonna take this. And because we have four shapes, we need for 2D transforms, we're gonna do something
similar to what we did just back then. Let's bring them down a bit. Let's actually bring this whole
thing, something like So. What we're gonna do
is just zoom in a little and randomize them. So this one doesn't
need to be exact. We just need to create, zoomed in versions and randomize
them as much as we can. Just make them all different. And a little bit zoomed
in. There we go. That's perfect. And we're going to
name this frame x. And just before we
move on to the shapes, I want to create
another details. So these are going
to be kinda cuts. And what we're gonna do is
do waveform a and waveform. Let's set this to 11024. Wave number should be one. And size max 0.12, something like that pattern
we want to pattern and nine. So nine, this one. Noise zero. So it's starting to look, it looks something
like a bruise Now, we're going to bevel it. And that's a bit too much
for a bevel to -0.25. And that looks pretty good. We're going to bump down
into the towel sampler. And now get this
into pattern input. And the amount of
bruises depends on you. Five-by-five, I found
out to be pretty good. You can go lower,
you can go higher. And you can always go back and can experiment
with these values. As always, that's the, that's the power of
Substance Designer. So what we are
going to do here is let's just get this size,
something like 1.5. Yeah, let's give
this to all five. So 0.5 scale random 0.5 as well, should do the job. Position random 4.5. Let's maybe even do some offset. 0.5 wouldn't hurt
rotation random. So that one is pretty
important here. 65. There we go. Now you can see
they look something like kind of cuts and bruises. And we want some
color randomness. Of course we don't want every
single cut to be the same. So 0.75. And after death we're just
gonna do a simple auto levels. And we are done with the
slashes, I will call them. That is all the detailing. And we can move on
to the next segment.
13. 5 Generating The Final Shape: So for the next segment, we are going to be
completing this part here. And we're going to
be actually creating something that we can
visualize as rock shapes. For now, we're
just going to move this a little to the side. And now it's the time
for these over here. So we need a blend node here. And they're gonna be
subtract blend nodes. And let's just get
them all functioning. Because this is way too much. Because let me show you if I
plug this into auto levels. This is way too cracked here. There. We don't need this. This is why we do some
really low value like 0.05. Now you might not even
see it on this one, but here as you can see, it's pretty, pretty
**** visible. So let's do O5 for now. And let's just get this. So plug these all n. And if you would like, you can also dock
of these because we don't really need them
for changing the values. But you don't need,
you don't need to. And again, if you
want to dock is just press D on the keyboard. Now. Again, another blend. And we're going to do
a gradient linear one. And what we're gonna
do here is a multiply. But again, this is
subject to change. We can go, we can go Min
dark in here as well. And we're gonna do this
to every single one, is the same, it's the same
gradient linear here. Because we want these shapes to sort of be black
at the bottom. So they stack on top
of each other nicely. And you'll see what I mean
by that in just a second. So this is base rock shapes. And let's move to the actual
creation of these maps. So we'll grab a towel
sampler as always. And let's see. I'm thinking of five-by-five
and pattern input. We need four. And let's
plug all of these in here. And what I want to plug in as
well is a colormap inputs. From this. I just want to make it a
little bit more tidy here. So let's do it
something like this. So let's get this started. Five. As you can see, it already
looks like something. If we plug this in here, we're getting something that
resembles some rock shapes. As you can see.
Let's actually get this to be a bit more
for a high depth. And let's again change
this to run cylinder. Now since we're working
with actual shapes, Let's do materials
default and edit. And let's bump the scale-ups so we sort of see
what's going on. So yeah, we're starting
to get something that resembles these shapes. And they're looking pretty
good, pretty decent. And so far we are, we've created just this one. So there's a lot
to go into this. So we can do something like 0.5. That's too much. 0.1 maybe, or point to even. And this maybe goes to six. Yeah, I like it. Position random. Now with this one, we
need to be careful, but we want the position random, of course, 0.5 for the offset. And we're starting
to get this sort of shape that we want. And this is what I
was talking about. You can see that these cuts
are a little bit too much. So let's do something like 0.2. Can even randomize
the values here. Some 0.1, some point to just
one, let's say 0.2 as well. This, in my opinion,
it looks better. So now what I'm definitely
going to use is this. Now, there's a little bit
of a problem with this one is that it's keeping
these white popping out. So we don't want
to overuse this. Um, so let's see, Let's see. Symmetry random. We can maybe do that. I would advise against that. That's really not that needed. What we can do is
optimize this a little. So size random. Let's do a little something
like 0.3 or 0.35 even. So we have some are more
narrow and some are more wide. I'm liking the look, so
dat definitely liking, look for that. Position random. Let's see if I do
something higher. I like, I like to 0.1, 0.2. That's to me, this looks better. I'm definitely going
to stick to this. Now. Scaled random, I'm
sticking to it as well. I'm rotation. I think there should be a little bit of
rotation randomness, but I'm not sure how I'm
going to make it work. So all five. Let's use zero again. Let's do something like 03 dots. That's looking better. And this one here, Let's pop it down
to three. I think. I think this is a
pretty good start. So let's maybe get
this to be min darken. Let's see how it behaves. If we get all of these
to be min darken. If we sort of change them. Yeah, we're not keeping this, this flats out the
shape way too much. So multiply, are all
going to multiply this and we're going
to keep it multiplied. This, this is looking
quite amazing. So far. Now. We can move on from
just this one. We can make another
tile sampler. But this one doesn't really
have any dark spots. But, but I want to
create another one. And you'll see why. Because this is a good
shape for big rocks. But you can see these
parts of the materials. These these big boulders are kinda missing some
smaller shapes in them. And that's exactly
these dark colors here that we are missing and
that we should be aiming. It's more visible on
this order levels here. So these are the ones that we should be aiming to fill up. So I'm going to copy
and paste this. And the only thing I'm gonna do is I'm going to increase
this to like 8.8. And let's give it a bit
more interesting shapes. So no rotation random,
I don't want that. It's quite interesting seeing
all these color random. We don't want. Actually. I'm going to keep it for
now and see how it works. Also, yeah, we could, we could use some color
random here as well. So something like 0.5, 0.2. Definitely looking better. But what I think I'm going to
keep going to just for now. And what we're gonna do
with this is we're going to blend these two with men darken. So as you can see, we're getting these shapes. Actually, I think we might
need to reverse this. Oh no, no, no. We need it to be like this way. The sick. Oh, no, it's not mean
darken it smacks light and I believe yeah,
exactly. Max light. And so we're getting
these shapes popping out. Yeah. Exactly. But
as you can see, this is a bit too much. So whenever it's too much, just get to call random and
get a mask random working. And I think this should be fine. So we're just kinda filling some of the space is not all of them. That's our main goal here. The only thing I'm
thinking about is just doing the same values here. Maybe mask random to
something like 8.5. I'm actually thinking of
not doing it this way. Yeah, I think we should be doing it realistically this way. So let's do a histogram
scan, a contrast. And we want the position
to be quite up there. And if we invert this, we get all these black spots. So all these darker
spots become white now. And that's where we
actually wants to, to get the shapes to be. So if we plug this into mask map and remove
the mask random, of course, and get the
mask MAP threshold. That's when we're
actually starting to get some interesting shapes. Although ten by ten would
be more fitting here. So we're going to use both mask, mask map and the random mask to get the result we
are truly looking for. Okay, this is, this is exactly
what I was looking for. So to fill in some
of these gaps, as you can see, to just
fill them in nicely. So that's exactly what I
was looking for in here. And we created basically just a simple mask
map input here. So we can control where the shapes are
going to be going to. And now we actually
made what do we want? It might not be
completely perfect. But I think it adds
a lot of value to our little rocky
cliff over here. Other than that, let's
get our directional work. And now this is where
you could copy this. But I think using
safe transform, it's way better to just
offset it a little too. Let's say something like this and use a directional
warp that way. Let's do something
like nine maybe. Exactly. That's, that's what
we're looking for. A just a little bit of
a move to the side. Let's maybe bumped us to 20. Let's see how it looks. What if tile this twice tiling it's twice
does make a good. Let's, let's enlarge this little tiling it twice does
make a good difference here. It creates these
interesting shapes that give the rock a little
bit more structure. So to say, let's say 25. And let's see, let's
see if I want to push them this way or this way. Let's push them to
the side and say 15. We want this to be more of a
subtle effect in anything. Yeah, I'm liking the look
of this quite a lot. And now what we can do is just
better to shape a little. We can do another
directional work. And now it's up to you. You can use this cheat sheet. If you want to. You can
experiment with this. And that's what
I'm gonna do here. I'm going to do a little
bit of experimenting. I'm going to do
something like 20 here. And this creates this amazing, amazing fractals
and just natural, natural edges and movement
of the whole rock. It really starts feeling
like it belongs. Now, the end part
that we want to do, of course, is do a blend
and another subtract, it's going to be a
really low value. And this is this part. So actually let's
move it up here. I think it's more handy there. And we're going to
just do it here. And they're barely visible, but up here, they're
quite visible. So that's why we use an
abnormally low number here. And that adds these slashes, this feel to it. That's really nice-looking. I would call it done. For now. I'm going to frame
it and say rock. So let's see what we can create. Its main rod-shaped,
main clip shape, whatever you wanna call it. And I think this was
quite a bit of a success. Now we can try some more stuff. We can go back to
our cheat sheet. Of course. We can look into some of these techniques
that we use here. And we can use some of
them like this one. To create interesting,
interesting shapes. We can, we can probably
do some shadow curving. So let's get Maybe this
copy this for starters. And let's start a little bit
of experimenting because this is one of the main
processes of creating materials. And we're going to open this up again and get
the height scale back. Exactly. And everything we
add is going to be. So let's just move all
of this to decide here. There we go. And this is our
experimentation platform. So a directional warp. That's gonna be like 15. And let's check it out. So bear in mind. Sometimes it might be too much, sometimes way too much detail is going to break your rocks, is going to break your
shapes quite significantly. So bear that in mind
and be cautious of it. So we're gonna just do this. I think this can stay. Um, yeah, I'm pretty sure
this can stay. Definitely. So we can do some
shadow curving. I believe that I
believe that will make things look way better. So let's, let's try it. We're going to get some
shadows node here. And let's get it to something
like five Delight angle. Let's just get samples up. The light angle should be here because we are creating something
that's going upwards. So let's see if I do
something like this. Five to 75. Something like this could work. Now, blend it together. And let's see what we can
blend it together with. Multiply works Good. Men, Dark, and this
is way too much. Let's see what we've done
on the cheat sheets. What we have done there. What kind of blend? Now? Multiply. Multiply. It does make a good job doing this. So we can even add this
kind of flashing effect, but I'm not a fan of that for
this particular material. So let's just get
everything back. I don't like it when
it's not high-skilled. So we're gonna do
multiply and 0.5. Let's plug this in here. I think that looks
really amazing. So let's get into the last part, which is albedo and roughness.
15. 7 Cheat Sheet Additions: Okay, So we opened up
our cheat sheet here. And the things I want
you to add are mainly this part here and these
cracks and slashes here. So let's add this. Now you can start stacking
them because you'll, you'll start using this. You don't even need
these output nodes, but you're going to
start using these as basically copy paste machine. So let's base this
somewhere here. I think that works fine. I'm going to make
it a bit larger. There we go. These are, let's call
them for shapes. And you can even make
segments to this, which I think we will do so we can keep
everything organized. Um, let's, let's copy
these two together. So I'm just gonna, I'm just
gonna take this briefly. And I'm going to
get this like so. And let's move and
copy these over here. And all these small details. And what's not. We will we will make a
different color for them. Let's say yellow or green.
I like green better. Yeah, this green works,
works way better. Let's actually just
do completely green. I think. So zero blue and just
completely green. Alpha, little bit,
something like that. So you can always go back
to this and see like, Oh, I need some details. Here they are. So it's always better to
keep stuff organized. And I think the last
thing we're going to be copying is the
albedo section here. And DLB TO section. We'll color it orange. And let's put a, let's say above here, somewhere, somewhere over here. And we'll color it
some orange color. Yeah, this works. Okay. So now this is not
going to look like anything, but you can, you can probably get away if you want some kind of look in this, inside this cheat sheet. But this is just the cheat sheet because you don't
really need this. But if you really want it, you can just plug in some
of these shapes here. And they can pop out colored. And this is also the power
of the substance designer, just sheer power of it. We have created a decent
looking Albedo map with no modifications
whatsoever. So that is basically what we're gonna be using throughout this
course and sort of doing. We're not all, of course, we're not going to do everything like this and just copy paste. There's always tweaks
that need to be made to make the material
extra goods. But the cheat sheet will
help you tremendously. So let's just keep these shapes, blue details and green
and these orange. And that's it for that material. We can move on to the next one.
16. Cliff Slate: Okay, So let's create
the next material. Bring out your cheat
sheet, and let's begin. So we'll, we'll create a
little bit of a simpler one. And it's gonna be a lot of copy pasting because
the last one was a little too long
and we had a lot of, lot of stuff new to learn. From this point on. It will get easier and
easier and you will have more and more stuff
in your cheat sheet and more and more methods to
utilize yourself and even customize a lot of the
materials yourself. So as always, let's just
create a new graph. And the graph we're
going to name something like, let's see. I'm going to call it like
slate glyph, glyphs late. It doesn't really matter so far. So let's do base material. And we're going
to, as per usual, just gonna do
create output nodes and no for that one and
delete the metallic one. And let's just start
setting everything up. A0. Let's do some
uniform color here. Something like this,
normal, not there. Rather. To do 20 roughness, again, a uniform color. That's grayscale.
Plug it into there. We need to blend
node somewhere here. And let's just plug
everything like so. And let's begin. So we're actually going
to begin this by going to our cheat sheet and we're
going to copy this part of it. So we're going to copy
a lot of stuff for this material
because it will make our life so much more easier. So let's just copy it here. And let's plug in d or
two levels in here. So we have everything set up. Maybe it just bump,
bump, bump this up. Just a little more. Yeah. Okay. So we have this setup here. The setup. The next thing we are
going to be doing is actually adding
in our details here. So this is gonna be
quite a simple one. So we're going to copy this
and get back to her, Cliff. We're just going to get these, maybe this one up here. Because this is already, are really good setup
for for a material. We just need to color it and add a little
bit of detailing. So that's exactly what
we're gonna be doing. And we're going to be
creating blend nodes and just doing the subtract. And of course, let's put this
to something like three. And copy it again. And let's put auto levels here. And let's plug this
auto levels into here. And let's just get these
shapes here as well. And we're gonna
subtract them as well. 0.03, maybe even lower. And this one, I
think two is better. Yes. So let's just frame
this, adding the details. And now this is, this is looking quite nicely. Another thing we
might add in here is, so let's just copy the
albedo because of the beer. Sure that we are going to be using something similar to this. Main tweaks are gonna go
to the Albedo actually. And you'll see why in a moment. So let's see what we can
utilize here as well. We can use this sort
of setup as well here. But this is easy
enough to do alone. So let's go back and
let's get our albedo. And we're not going
to use it yet. And there's going to have to be some huge changes to this one. But first we're going to do is the thing from the cheat
sheet that I wanted to copy. Let's give it a go. Because
each and every one of these methods that we used
for our cheat sheet rocks, you can mix them up and
make some more interesting, more interesting materials and some more interesting shapes. So feel free to just copy
paste, mix, change everything. All of these materials, because that's the
best way you will learn these this program. So if we put
something like this, which really, Let's see how much it changes
and what changes exactly. Oh, we didn't get this. So more or less creates
these cuts here. Which is sort of like okay, Let's just move them
to something smaller. And yeah, that does that
and for this material, but they also wanted to get from the cheat sheet is what we used for this one here. And it's exactly this
whole setup here. So let's just come back
to it so we can copy it. And let's just bring
this thing here. So all of this is what
we are going to be needing and move this
out of the way a little. There we go. That should be it. We don't need this bevel. And if we place this here, we have everything set up. So you'll see we just use this kind of
fractal link method. And I quite liked it
for this material. So that's why I used it back when I was making
the actual material myself. But we're making some
changes and we're tweaking. These are completely
unique materials. I haven't made these before. So let's just do here. Let's do shadow sculpting or woodcarving are rewarded
to more details. Let's see. There we go. So we don't need
this edge detectors will actually we
need to add weight? I messed up here. It's actually better
if we use them. Yeah, it's, I forgot about that part of
the functionality. Sorry about that. So we'll actually
bring them in here. And let's get everything here. So bevel, edge detect. And let's do, let's
see how this looks. Leverage q, I think that comes
from this, this one here. So let's see the difference. This and this. Well, we'd create some
weird things here. Let me just check out if
I didn't mess if I mess something up here because
that's probably the case. I'll know the blurry skew comes from this one and
the urgency to okay, okay, kicker, we got
everything sorted now. So blur and let's
change this to 1.5. And now it should
be somewhat better. Yeah. It is. Now definitely makes
the edges work. So, yeah, of course, if we bump this up too much, it's not going to look
anywhere near good, but this is okay. I think 0.03 works here. So let's Dan had to be DOE. Shall we? Let's actually, this
is kind of misleading. Let's do this fractal
link to shave. Yeah. So basically, we almost made a complete material just of
more or less copper-based. But still we made all
those copy-paste, so don't worry about doing that. And of course, with
every material, you'll need to tweak something. So be aware of that as well. So let's get these plugged in. I think most of these will
retain their original value. But as you can see. This is not that much of a
reliable way of doing stuff, although it works decently here. So let's, let's plug
this as the albedo. And let's do materials
and height scale. Yeah, this works
mysteriously well, but there are some stuff we need to tweak
definitely here. So first of all, there's way too many shapes. So let's do something
like 15 maybe. 3131212 is sort of bad. But it does create a good one. A good good point
for all of these. Yeah, it's created quite a
quite a nice thing here. This one. And this one. Let's, let's
tweak these a little. Let's see something like this. And I think it's too much. So let's do something like 0.3. That looks more subtle
and a little bit better. Here. 0.1, 0.2, 0.2 looks way
too bright, so it's 0.1. For this thing. Here, I think we want
less of these bits, more, something like this. And let's see. Something like this should work. And I want to lower
the contrast a little. And I think this might just
cut its dew 0.1 maybe. Because then you can see all of these wanes
over the rock better. I'm quite liking
the feel of this. And especially the sort of
Wayne's that we have here. I liked them, that they're a bit harder and bit more visible
on the rock itself. Now, if you don't, of course move them slightly. What I don't like is a thing
this subtract is too hard. This one here. So let's see 0.1. That seems better. That
seems better. Yeah. I didn't like when
it was way too hard because the shape look way to cut out and we're
not looking for that. Maybe 15. This is okay. I guess there's also one
big factor playing here. And that is A0, which we don't want to be 0.8, like it was maybe 0.5. That looks pretty decent. Yeah, that is looking
does looking amazing. Now the problem with
this, as you can see, this color variation
is kind of ******* me off just because it's not
according to this one. And that's this is where you can get some
conflicting results. And that is why you should
test these out a little. And I think this works a little better because you have
in this sort of material. Let's see, before we
actually remove it, we don't have any real
defined shape here. So to say, we just have
some blobs and some, some hills and whatnot. We don't have any defined
shapes of rocks actually. We have just a
rocky sort of area. And with the addition
of this fractal here, we kinda get that variety and
shapes of rocks that way. And I think coloring them
this way is way better. Because we now have
some shapes that we can assign random values
according to the gradient map. And this way, this way we definitely get
some better results. I would argue just directional warp distance, no directional or let's see. Since it's here. Maybe, maybe, let's get, let's actually get this
controlled like this. So let's delete this. And let's say, let's, let's control the colors with the random gray scale rather
than the distance S1. I think that makes for some better colors and
more, more variations. So we can kinda mix these out
and see what works for us. And I think that already
looks way, way better. And the last thing
we need to do here, this is all going to be
just one small tutorial. Here is the roughness map, which we will get from here. I'm going to do levels
the same as last time. Get this one up a little. And let's get this one
a little bit shiny. Yeah, you can see,
see that shine there. And that's what I
like with these. But you need to be
careful not to overdo it. Here. I will do a
little bit less of it. And also, it depends
where you're putting these materials to work. So just be mindful of that and always tweak
according to your situation. I just like the overall look
and this shining factor over here that it's happening,
as you can see. To me that that's
the amazing part. Just a little bit of shine. And I think it already makes the whole overall look better. I'm thinking of bringing
this up just a tiny bit. Yeah. I think this looks better. And of course this
is not even in some kind of rendering
software like Mombasa tool bag
or Unreal Engine. This is just some substance designer and rendering software. So this can look
way, way better. Believe me, it can
look way, way better. And also, if you want, these gradient maps are always something you can
experiment with. So let's create
something like this. Maybe some interesting
variation. Like these are always up for experimenting and you can always adjust them
to your liking. So try get some cool variations. Try get them and send
the pictures down so everybody can see
what you exactly did and also just experiment as much as you can and you will learn way more and way better. See this, this is
some kind of desert, is Schrock that has a
little bit more red in it. You can change this. You can change this to
even be some kind of a crystal rock if you want to. But to me this looks
pretty, pretty cool. So maybe I'll even so I'll delete this
and copied this one. If I can. Oh, yeah. And I'm gonna make this
one just slightly lighter. And this is a really
orange looking rock. Let's, let's make this one. I know we need to
make it darker. Sorry. Not later. Oh no. Let's just press Windows
and new 3D view. Now. Everything I can about it. So let's do view
outputs and let's just do a quick edit. Height scale. Yeah, this, this could
definitely go as some kind of desert cliffs rock and this can definitely blending them into
some kind of desert theme. So I'm just showing you a
little bit of what's possible. A lot is possible with Substance Designer
and just experiment, I'm encouraging you to do so. You can even send me your stuff by mail or down in the comments. Like, I really,
really encourage you to actually actively try and mix all of this stuff up and get some funky
and cool results. Even if you get
something that isn't really practical for usage, but looks kind of cool. It's still progress because
it's still something you made and you probably learn something from that
experimentation. So just my little message
to experiment as much as you can in this
program and you will get amazing, amazing results. So see you in the next one.