~/talk

Digital Material with the Substance Tools

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Demonstrations show the Substance ecosystem producing editable, real-time materials in Unreal: a live link between UE4 and Substance Painter sends a mesh (a demo goat) and applies anchor-point–driven smart materials that update immediately; Substance Designer exports parametric SBSARs and a pattern generator drives a carpet material inside Unreal; Substance Source supplies over 1,800 tweakable assets and presets; and Project Archivist (beta) generates PBR materials from photos with AI de-lighting, tiling fixes and clone patches, then exports working materials back into Unreal.

AI-written summary · about

  1. 0:00Start
  2. 1:27create hybrid materials between procedural content and scan
  3. 3:24layer based 3d painting software and substance
  4. 5:07use our parametric materials directly inside your scene
  5. 7:32give you a brief overview of the scene
  6. 8:45apply a texturing on it through the live link
  7. 10:03drag and drop material from a substance source
  8. 10:58set settings and feed my mesh maps
  9. 12:43drive two layers with variations
  10. 13:45add a filter with a blur
  11. 14:21applied a filter from substance share
  12. 15:08try to create a kind of oxidation
  13. 16:10create a folder with all my layers
  14. 18:32blending between two colors and creating a normal map
  15. 22:42add some words about the source team
  16. 24:28tweak your material
  17. 25:50play with the random seed of the veins
  18. 27:14switch to 2k to a finer details of the texture
  19. 27:37change the roughness
  20. 29:13preview your scene
  21. 29:32outputting a single black and white mask
  22. 30:26add my mask pattern generator
  23. 32:21switch to another pattern
  24. 34:27rename and see all the parameters of your substances
  25. 35:15switch from preset to another one
  26. 37:50remap all the colors of a ground
  27. 39:59generate a pbr material
  28. 43:21tweak and fine-tune your effect
  29. 43:58add an equalizer filter
  30. 45:50mix this new material with a full procedural content
  31. 46:41play with the blending modes
  32. 47:51use the ambient occlusion to blend
  33. 49:04use scan data informations of a piece of laser
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