ig.guidelines:material_creation
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| ig.guidelines:material_creation [2025/01/06 13:01] – ig_ar | ig.guidelines:material_creation [2026/03/09 12:01] (current) – [IG Custom Nodes] ig_pb | ||
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| ==== Step 1: ==== | ==== Step 1: ==== | ||
| - | Drag and drop the image into Substance Sampler and click on Use as Bitmap. If you have multiple images of the texture taken from different angles, go to Texture Import and drag all the images into the tool—at least 4 images are recommended. | + | Drag and drop the image into Substance Sampler and click on Use as Bitmap. If you have multiple images of the texture taken from different angles, go to Texture Import and drag all the images into the tool—at least 4 images are recommended. |
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| + | {{ : | ||
| + | |||
| + | ==== Step 2: ==== | ||
| + | |||
| + | It is important to change the output to Basecolor. | ||
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| + | |||
| + | ==== Step 3: ==== | ||
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| + | Various filters can now be applied depending on the texture. The following filters are generally available: | ||
| + | |||
| + | == Crop: == | ||
| + | Use this filter if you need to adjust the texture' | ||
| + | |||
| + | == Equalize: == | ||
| + | This filter balances the brightness and contrast of the texture to create a more uniform look. | ||
| + | I recommend setting the Radius value to 9, as this works well for most textures. | ||
| + | Be cautious when using the Equalize filter, as it can remove structural details from the texture. Avoid enabling Keep Local Differences; | ||
| + | |||
| + | == Make it Tile or Tiling: == | ||
| + | These filters help create seamless textures. | ||
| + | Make it Tile provides more advanced options for controlling the tiling process, while Tiling is more straightforward. Choose the one that best suits your specific texture and workflow requirements. | ||
| + | |||
| + | == Warp or Warp Transform: | ||
| + | |||
| + | Warp Transform provides more control for adjusting seams. It is important to note that Warp Transform should be applied below the Tiling filters and above the Equalize filter. | ||
| + | The Warp filter can be used as a final step to introduce additional variation and enhance the tiling effect. | ||
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| + | {{ : | ||
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| + | ======= Substance Designer ======= | ||
| + | ==== Nodes ==== | ||
| + | === Transform 2D Node === | ||
| + | |||
| + | The Transform 2D node in Substance Designer allows you to move, scale, and rotate textures on a 2D plane. It is particularly useful for aligning, enlarging, or rotating patterns. | ||
| + | |||
| + | This happens because Substance Designer has **Tiling** enabled by default to seamlessly fill the 2D space. When you scale a texture with the Transform 2D node and move it outside the UV space (0–1), the texture automatically tiles, as Substance Designer is optimized for procedural workflows. | ||
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| + | The reason the texture may **not remain seamless** is due to edge transitions: | ||
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| + | {{ : | ||
| + | |||
| + | How to avoid this: | ||
| + | - Use the **Make it Tile** node to ensure your texture is seamless. | ||
| + | - Disable tiling by setting the area outside the texture to transparent or a solid color in the Transform 2D node. | ||
| + | - Avoid extreme scaling, as this can amplify artifacts. | ||
| + | - Only scale within the bounds of the texture area to prevent tiling issues. | ||
| + | |||
| + | |||
| + | ==== IG Custom Nodes ==== | ||
| + | |||
| + | === Knothole Generator === | ||
| + | === Leimholzregler / Glued Wood Tiling === | ||
| + | A support node that gives a solid piece of wood the appearance of being made from multiple glued planks, while also adding subtle color variations for a more natural and varied look. | ||
| + | The Inputs are your diffuse | ||
| + | {{ : | ||
| + | |||
| + | === Mask Tiles === | ||
| + | Mask Tiles is a node designed to support marble‑surface creation by generating a controllable tile‑based mask. It lets you combine large and small tiles, adjust the spacing around each one, and build up layered patterns that mimic the natural structure and variation found in real marble. | ||
| + | |||
| + | The inputs are two greyscale, cell‑like patterns: one defines the large tiles, the other the small tiles. It is important that they are as clean as possible, since Mask Tiles is flood fill based. | ||
| + | {{ : | ||
| + | Mask Thickness controls the spacing between the two tile sizes. | ||
| + | {{ : | ||
| + | Tile Amount determines how many of the small tiles are removed, using a random greyscale pattern as the basis for masking. | ||
| + | {{ : | ||
| + | Mask Amount does the same for the large tiles. | ||
| + | {{ : | ||
| + | You can also add an outline and adjust its thickness to create a cleaner separation where tiles overlap. | ||
| + | {{ : | ||
| + | |||
| + | |||
| + | === Velvet Generator === | ||
| + | Creates a basic velvet texture. | ||
| + | {{ : | ||
| + | |||
| + | === Marble Grunge === | ||
| + | Basic grunge map to be used in hardsurface materials. | ||
| + | {{ : | ||
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| + | ==== Helpful Sources for References ==== | ||
| + | == Stones == | ||
| + | * https:// | ||
| + | * https:// | ||
ig.guidelines/material_creation.1736164868.txt.gz · Last modified: 2025/01/06 13:01 by ig_ar
