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CGVINNY

Vincent GAULT's Tech Art Diary.

MDL_Render06

Some MDL experiences for Substance Designer 6 release

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[…]

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(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[…]

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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.[…]

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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[…]

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Procedural material contest Iray

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[…]

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Iray Render Substance Designer

Gallery : “The Lie behind the Love”

I am going to use this post as a gallery for my Substance Designer contest entry:            

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Contest Substance Designer

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[…]

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Iray rendering Substance Designer

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[…]

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LUT image used for color grading

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[…]

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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[…]

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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[…]

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The “squash node”

Here is a node I just built, that can be really funky 🙂 Here is some screenshots while I was building it:                  

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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:    

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Doodling with the fine edge detect and median filter nodes

Here some test I made with these two new nodes I created :                      

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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[…]

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The Fine edge detect node

Here is some preview of the fine edge detect node :  

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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.  

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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.  

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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 😉    

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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[…]

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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[…]

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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.    

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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[…]

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Tutorial: Texture baker node

After some tests, here is the tutorial to make your own texture baker 🙂  

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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 :-))  

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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[…]

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Terrain shader test within Unity

Just a small test within Unity and with ShaderForge to make a mobile terrain shader.

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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 🙂      

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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,[…]

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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[…]

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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.[…]

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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 🙂  

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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…      

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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:      

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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…  

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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[…]

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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,[…]

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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[…]

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Some procedural rocks…

Based on Rogelio’s awesome rock tutorials serie, I decided to iterate on it to get my own look:        

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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…        

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Recent Posts

  • Some MDL experiences for Substance Designer 6 release
  • (French) Introduction à Substance Designer
  • Live Training: Introduction to FX-Map
  • Live training: Introduction to Pixel Processor node
  • Procedural material contest: Second place in the sci fi category :-)

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  • Matthew Thomas Grimaldi on Building glass introduction

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