Substance Designer 6 is here 🙂 This week at Allegorithmic, we decided to surf a bit on the Valentines Day wave. The same day, we made the SBS format available to many materials on Substance[…]
(French) Introduction à Substance Designer
Happy new year! It’s been a long time that I didn’t post anything, and 2017 resolutions are a good excuse to catch things up. So I’ll try to be a bit more present for you[…]
Live Training: Introduction to FX-Map
FX-Map is powerful but somewhat scary 🙂 FX-Map node is an extremely powerful node: if you open the reference graphs of most of the noises & patterns, you will find somewhere an FX-Map, driving the magic.[…]
Live training: Introduction to Pixel Processor node
Want to know more about the pixel processor node ? I am organizing with Allegorithmic a live training this Thursday, so don’t hesitate to watch and/or directly be part of the trainees  😉 If you watch[…]
Procedural material contest: Second place in the sci fi category :-)
Allegorithmic has just announced this thursday, the winners -per category- for the procedural material contest, and I was thrilled to see that I made second in the sci-fi category. Thrilled and surprised I have to[…]
Gallery : “The Lie behind the Love”
I am going to use this post as a gallery for my Substance Designer contest entry:
Substance Designer Contest : I’ll be in :-)
As you may know (if your read my previous post), Allegorithmic and Nvidia are organizing procedural texture contest with some cool GPUs to win. The rule: create a 100% procedural material that belongs to one of[…]
Iray tests within Substance Designer
“Iray member” Since the announce of Iray integration within Substance Designer at SIGGRAPH this August, All the Allego-community was waiting for the 5.3 update that would bring the awesome new rendering engine directly in[…]
tone mapping substance creation (wip)
What is Tone mapping ? I have been thinking about making something like this for a while… If you are not familiar with color grading, tone mapping and LUT files, this is a technique that[…]
Contest : Make a procedural Material with SD5 !
Allegorithmic just launched a procedural texture contest with Nvidia as partner : some Quadro GPUs for the winners 🙂 It is an excellent pretext to train a bit and to discover the new Substance Share[…]
Tutorial: How to make a Squash node.
I started building this node just because I wanted to simply “squash” the bottom of my node to easily get a trapezoid shape. But the more I was advancing, and the more possibilities was emerging… Now[…]
The “squash node”
Here is a node I just built, that can be really funky 🙂 Here is some screenshots while I was building it:
Cobble stones
Here a cobblestone I made during the Substance weekly challenge on Polycount. I still consider it as WIP, but I wanted to share:
Doodling with the fine edge detect and median filter nodes
Here some test I made with these two new nodes I created :
Tutorial : Fine Edge Detect node
This node is one of the most downloaded and appreciated on  my Substance Share 🙂 It has less parameters than the default edge detect node, but gives better results with fine edges. I let you[…]
The Fine edge detect node
Here is some preview of the fine edge detect node :
Building glass introduction
Nothing crazy here : this video was just to show a way to make the wall of a building… Could be interesting if you begin with Substance Designer.
Tutorial : height map slicer
Here is another tutorial to make a small utility in Substance Designer. Basically it will display a “slice” of the height map you plug in it.
Tutorial: Procedural eye
After having made some procedural eye tests few months ago, I finally decided to make a tutorial serie about it. I hope you will like it 😉
Transfer Decal Tutorial
Another tutorial that can be useful to keep a decal independant from the main texture, while adding the ability to transfer it onto a new UV set. OK it may seem weird like that, but[…]
Tutorial: Fake the lighting into the diffuse
In these two videos, you are going to learn how to make a light with the pixel processor node (yes, this one again :-)) It can be quite useful for mobile games where you cannot[…]
Tutorial: UVs undistord node
Pixel processor once again… This works like a basic tri-planar node… but in 2D (so a bi planar node :-)) That said, it can be really useful anyway.
Tutorial: Rotate mask node
This one is in my opinion one of the most useful node I created (and it’s now your turn :-)) In this example I show how to build it with plain color masks, but I[…]
Tutorial: Texture baker node
After some tests, here is the tutorial to make your own texture baker 🙂
Uvs transfer test
Still playing with the pixel processor of Substance Designer… I wanted to see if I can use it to transfer a texture of a new set of UVs (and the answer is yes :-))
Maxscript batchtools baker
Here is a maxscript I have started to develop in order to bake maps with the Substance baker within 3DSmax. It’s far from finished but the results are promising: And now the version[…]
Terrain shader test within Unity
Just a small test within Unity and with ShaderForge to make a mobile terrain shader.
The light node in action…
Here is some examples of what is possible to do with the light node… On the last one, I added an emissive and SSS effect as well 🙂
Light node with Pixel Processor
The pixel processor is starting to become my swiss army knife in Substance Designer 🙂 Here I used it to make a light node. Nothing new as there is already a light node, but hey,[…]
Tutorial: Normal map rotator
Here a 2 part tutorial that shows you how to use the pixel processor node to make the pixel processor node. There is a third bonus video to get this work with a FX-map as[…]
Tutorial serie : making a procedural terrain
Here is a (big) tutorial serie : 9 videos that details how to build a terrain maker inside Substance Designer. It is divided in three main parts: Creating a mountain painter. Creating an ocean maker.[…]
Normal map rotator
I was really happy when I managed to do this one, because rotating normal maps has always been tricky (yet sometimes mandatory). So now I consider this problem as solved 🙂
Procedural Terrain and Ocean test
Another test within Substance Designer… I wanted to see if there is ways to generate interestings terrain models… There is definitely something to explore there…
Another way to use the dynamic gradient…
The Dynamic Gradient node was one of the new features of Substance Designer 5. Here is a way to use it:
Procedural eye…
This is an example of a prodedural eye made with Substance Designer… Note that the iris shape is linked with the pupil dilatation…
Tutorial: Hama Beads generator with Substance Designer
Still with Substance Designer… You will learn to generate a Hama Beads pattern based on an image input. This tuto was quite fun to do and can be adapted to your needs (could be cool[…]
Procedural Grass Tutorial.
Here is tutorial that describes step by step, how to make a procedural, fully customizable grass with Substance Designer (4 and above). The tutorial is divided in two  videos (they are quite long but hey,[…]
Procedural Grass test…
This one is my real first serious attempt to master the extremely powerful FX-map node in Substance Designer. If you don’t know (yet) the FX-map node, it gives you the ability to build extremely interesting[…]
Some procedural rocks…
Based on Rogelio’s awesome rock tutorials serie, IÂ decided to iterate on it to get my own look:
Some wood test…
Here is an early test of a fake wood (caravan style :-)) The graph is quite simple but I was quite satisfied of the result…