31
Substance Designer - Discussions - Operating Substance in SP with custom channel.
on: April 15, 2017, 04:11:34 am
Hi.
In my opinion, using SP with custom Substance is one of efficient ways and so that's the mindset I'd like to keep when I work.
I've seen the video in Allegorithmic Youtube channel(That's my regular visiting place).
The video is "GDC 2017: Substance pipeline and toolset for Paragon heroes w/ Brad Smith".
In that video, He introduced how he utilizes Substance in SP with custom channel. That was great and so inspiring because before I saw it, I hardly imagined that I could use Substance as a new channel.
In fact, the Substances he showed are made for custom filter but they are not just a filter. He associates them with custom channel in SP so that he can paint them out as we do with almost same way on basecolor, roughness or other basic channels.
At the end of the video, he introduced how the Heat filter(one of his custom filters) is organized and the way of utilizing it in SP so I really appreciate for that.
Another cool filter is Paint Blistering filter(shown on 28:37) but I'm confusing because it doesn't look simple that much.
As shown below, as the Age channel value gets increased, the number of blister sample gets larger and when the channel value reaches to near 1.0, the filter shows quite different another effect like worn paint not just blister. I think this doesn't look like just changing area which used to be implemented simply with level node but it looks like controlling the actual number or shifting of something but I couldn't see how the filter's nodes are organized to enable this wonderful works so this is why I'm confusing.
Is there anyone who understands of how it goes?
I know my question might sound so generic or I didn't may get the point of what he taught.
I just want to discuss with this topic freely and get some hints.
Thank you very much.
In my opinion, using SP with custom Substance is one of efficient ways and so that's the mindset I'd like to keep when I work.
I've seen the video in Allegorithmic Youtube channel(That's my regular visiting place).
The video is "GDC 2017: Substance pipeline and toolset for Paragon heroes w/ Brad Smith".
In that video, He introduced how he utilizes Substance in SP with custom channel. That was great and so inspiring because before I saw it, I hardly imagined that I could use Substance as a new channel.
In fact, the Substances he showed are made for custom filter but they are not just a filter. He associates them with custom channel in SP so that he can paint them out as we do with almost same way on basecolor, roughness or other basic channels.
At the end of the video, he introduced how the Heat filter(one of his custom filters) is organized and the way of utilizing it in SP so I really appreciate for that.
Another cool filter is Paint Blistering filter(shown on 28:37) but I'm confusing because it doesn't look simple that much.
As shown below, as the Age channel value gets increased, the number of blister sample gets larger and when the channel value reaches to near 1.0, the filter shows quite different another effect like worn paint not just blister. I think this doesn't look like just changing area which used to be implemented simply with level node but it looks like controlling the actual number or shifting of something but I couldn't see how the filter's nodes are organized to enable this wonderful works so this is why I'm confusing.
Is there anyone who understands of how it goes?
I know my question might sound so generic or I didn't may get the point of what he taught.
I just want to discuss with this topic freely and get some hints.
Thank you very much.