8/23/2023 0 Comments Substance alchemist normal mapI’m sure we will be seeing more and more AI/ML tech in Substance Alchemist as it evolves, there are so many places where it can be useful – better height extraction, smarter tiling, more precise recoloring or even full material synthesis from input samples. This truly is the future and it’s so effortless, but as every new tech, it needs some time to be production-proven. Normal maps fake the lighting of surface detail enabling the performance. About Delighterĭelighter is real magic! I’m perplexed how good it works in most of the cases, and since it’s ML-based it will only get better and better. 3D texturing Substance Painter / Substance Designer / Substance Alchemist. For my materials I managed to get a decent tile directly in Alchemist around 80% of the time, for the rest of them I just spent some time to manually tile the images in Photoshop. Ambiguous tiles like ground or dirt, work fantastic but if you want to tile something very specific patterns then it gets trickier. ![]() On top of that Equalizer and Clone, Patch filters are ideal for final touches.īut, and there is a but, it really depends on what you want to tile. The tiling nodes from SD are there so you can get smooth blends which utilize height/color/normals for blending and behave kinda smart. You have a nice arsenal at your disposal to fight this problem. ![]() My experience with photogrammetry is very limited but I can draw some parallels with using single photo extraction – and it works pretty well. For other times I wish we had some more control over how hight channel is generated, but I guess you can make your own height filters in SD – I might even try that! Nevertheless, it’s a great tool for building that first step of your materials and I see huge potential for AI to help with this. Height data you extract (from a single photo) usually comes out softer than it should, which works well for organic shapes though. You can also choose what to keep – many times I just kept the extracted height data and re-surfaced it with other materials.Įxpect magic but don’t expect miracles. The results are not perfect all the time but with a little massaging and preparation you can usually get something really decent. Like anything in Substance Alchemist – it’s very easy to play with and experiment, Extracting Height DataĪlchemist has an improved version of Bitmap2Material and I was really surprised what you can extract from a single source. I particularly enjoyed recoloring materials by color schemes extracted from famous paintings. But it feels like magic! I was poking around a bit and it’s really interesting how fast you can get a new color scheme. Our website have Developers Guide - section ( Developers Guide - Developers Guide () ), which contains all necessary information about track and car development, tools and other general modding information.I didn’t use the Inspire tab that much as I was building one-off materials and didn’t really need to build up variations. There are very good Substance tutorials (Painter, Designer etc.) in YouTube, which are very useful learning how to use these tools efficiently. When happy, then export textures using our Substance Utility Pack export profiles.Įnd result is set of TGA - files, which can be exported to game-supported DDS - textures using Maps Converter. In the Painter, you can manipulate, fine tune and add some effects (dirt, stain etc.) to your material. In your case, when you have albedo map, you have to export piece of wall geometry to FBX format, and load that to Substance Painter together with your (mapped) albedo texture. ![]() Ive tried reducing the polygon count to make it easier, but I cant go further down than 50,000 polygons before the model integrity is wrecked. Substance Utility Pack - Developers Guide () materialheight - Essentially a displacement map materialmetallic - named either metalness, metallicity or metallic in whatever render engine. Some of the big models are very complicated, and even creating vertex colour maps for small parts of them (such as an arm) is taking me hours. Substance Painter generates all required textures (AO, roughness, normal maps etc.), when exporting textures using our Substance Utility Pack. ![]() We use Substance tools for material creation.
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