大家好Danielle今天在这里
hi everybody Danielle here today I'd
我想告诉你这种新材料
like to show you this new material I've
最近在物质设计师那里完成了
done recently in substance designer it's
悬崖所以这个视频将被构建
a cliff so this video will be structured
首先我将向您展示三个部分
in three parts first I'll show you the
最终结果然后是一般方法
final result then the general approach
用这个短的材料
to this material with a short
介绍不同的图表和
presentation of the different graphs and
他们的互动最后我会潜水
their interactions finally I'll dive
进入每帧的细节还行
into the details of each frame okay
让我们现在进入marmoset toolbag 3
let's get into marmoset toolbag 3 now
你可以看到表面如何反应
you can see how the surface reacts to
右边的天空是这里的加拿大玻璃
the right sky is a Canada glass here
当然我们可以选择一些东西
of course we could choose something
像这样温暖
warmer like this one
我对整体结果非常满意
I'm quite happy with the overall result
所以让我们看看它是如何完成的
so let's see how it's been done in
物质设计师
substance designer
好的，让我们在全屏模式下看到它
okay let's see it in full screen mode
这种材料的一般结构
the general structure of this material
由基本纹理组成
is composed of a base texture which is
这个在这里
this one here
你还有辅助图形掩码
you also have secondary graphs a mask
我开始的小石头和泥土图
smaller stones and a dirt graph I begin
然后我创建了一个岩石纹理
with a rocky texture then I created a
掩码在面具的白色部分
mask in the white parts of the mask the
岩石出现在黑色部分的污垢
rock appears in the black parts the dirt
显示所以这种材料基本上是一个
shows so this material is basically a
让我展示岩石和泥土之间的混合
blend between rock and dirt let me show
你是什??么岩石表面看起来像
you what the rocky surface looks like
它不是一个简单的质地
it's a simple texture not meant to be
使用这是有趣的
used as is what is interesting with this
一个是表面细节，而不是
one is the surface details and not the
全部因为我们只是去
entirety of it because we are only going
保持精心挑选的部分
to keep carefully selected parts
感谢这个面具所以这就是我们的意思
thanks to this mask so here's what we
将保持在岩石的纹理
will keep up the rocky texture at the
一旦面膜被施加然后在
end once the mask is applied then in the
黑色区域代表较低的区域
black areas which represent the lower
我们的高度图的水平
levels of the of the height map we're
要把污垢和石头
going to put the dirt and the stones
这里有污垢的石头
here are the stones the dirt is here and
这是制作前的最终结果
here's the final result before making
我现在是彩色地图和其他地图
the color map and the other maps now I
会快速向您展示其他图表
will rapidly show you the other graphs
所以这是给我们的图表
so here's the graph that gives us the
掩盖它确实和我们一样
mask it's indeed the same thing that we
在主图中我们看到了
saw in the main graph we're going to the
稍后的细节
details of its a bit later
这一块是生成石头的图形
this one is graph generating the stones
在污垢图中我也添加了一些
in the dirt graph I also added some
较小的石头，以提供更多
smaller stones in order to give more
多样性让我们从基础岩石开始
variety so let's begin by the base rocky
纹理让我们把它放在我们有一个立方体上
texture let's put it on a cube we have a
简单的基础然后一些芯片行动
simple base then some chips that act
喜欢切入表面谢谢
like cuts in the into the surface thanks
通过减去混合节点中的减法
to a subtract in the blend node by
改变你可以看到的不透明度
varying the opacity you can see the
在那种情况下效果的强度我
intensity of the effect in that case I
保持逆序
kept it reverse order
梦想在这里给我们的质感
dream here gives us the texture of the
谷物只是添加一层
grain it's just to add a layer of
你也有现实主义的表面
realism into the surface you also have
一些静脉裂缝和一些好奇
some veins cracks and some curious
我们将要玩的结核
concretions that we're gonna play in the
非常清醒的方式
very sober way
您
you
好吧，让我们从基础纹理开始
okay let's begin by the base texture
细节首先我需要一个简单的方块
details first I needed a simple square
我使用了金字塔图案的形状
I used the shape with a pyramid pattern
核心因水平而加剧
the core is intensified with the levels
节点一个渐变线性加上一个
node a gradient linear is added with a
然后我发送它乘以混合节点
multiply blend node next I send it
通过一个splatter节点，你可以有一个
through a splatter node you can have a
看看斜坡博客的设置
look in the settings the slope blog
这里是灰度，他的目标是打破
grayscale here he is aimed at breaking
飞溅形状的行为
the behaviour of the splattered shapes
转化为表示帮助我
the transform to denote helped me to
微调与序列的混合
fine-tune the blending with the sequence
这里以同样的方式开始
here which begins the same way with a
海盗飞溅的方向性
pirate-ship a splatter a directional
whap基于这些节点所以现在我们可以
whap based on these nodes so now we can
将两个分支与减法相混合
blend the two branches with a subtract
当我们继续使用相同的ID时a
when we continue with the same ID a
溅起的金字塔形状有点儿
splattered pyramid shape it's a bit
凌乱的边缘被粗暴地弄皱了
messy the edges are roughed up with a
斜坡模糊模糊HQ这里不是
slope blur the blurry HQ here is not
使用但有时可能会
used but it can be up to sometimes to
打破一个可能过于尖锐的结果
break a result that could be too sharp
这里有另一个最好的结构
here another splatter best structured
这种方式比前一种方式更柔和
way softer than the previous one this
一个被添加到上一个结果中
one is added to the previous result with
一个Mac滑动我们可以感觉到轻微的岩石
a Mac slidin we can feel a slight rocky
方面现在变换后的2d给出了一个
aspect now the transformed 2d gives a
更富有的看起来它只是两个分裂
richer look it's just a division by two
我们可以看到与和的区别
we can see the difference with and
没有分裂我发现它更多
without the division I find it more
有趣的是，你了解你
interesting this way you you know you
只需要在那里尝试不同的选择
just have to try different options there
我没有先入为主的方式
is no preconceived way of doing this I
喜欢快乐的事故我喜欢你知道
like happy accidents I like to you know
有时候试着让物质设计师
sometimes try to let substance designer
给你一个美学效果
give you an aesthetic results they can
很有趣
be interesting
所以这更有条理和干净
so this more structured and clean
泼溅到这里，我们减去
splatter goes here and we subtract from
在这里打了这个东西，所以我们在这里
hit this thing here so here we have our
基地，你知道它只是那个
base and you know it's just that the
基础它只是一个开始
base it's only the beginning
我们的实质内容确定下一帧芯片
of our substance ok next frame the chips
芯片在这里蚕食岩石a
the chips are here to nibble the rock a
位
bit
让我强调效果好吧我们
let me accent rate the effect okay we
可以清楚地看到小的休息时间
can clearly see the small breaks in the
岩石，我们已经完成了非常重要的事情
rocks that's quite important we are done
以下方式仍然相同
the following way still the same
原理或形状与渐变
principle or shape with a gradient to
由于方向性变形的飞溅
splatters deformed by the directional
这里是我们老朋友的好朋友
warps here's our good old friend slab
灰度使这里的形状变形
the grey scale to deform the shapes here
在这里，我们有了更大的有机感
and here we had a bigger organic feel
这里非常重要的另一个我
very important another one here I
压缩dwight与一个级别节点
compressed dwight's with a levels node
同样的事情来自于下面的块
same thing here below the chunks from
不仅仅是90度的表现
not simply performs of 90 degrees
旋转，但飞溅节点是
rotation but to splatter nodes are
结合减法我推了
combined with a subtract I pushed the
白人再一次，这是结果
whites once again and here's the result
所以这就是我如何打破一些筹码
so here's how I made some chips to break
当然，你可以在岩石上攀爬
up the rock a little bit of course you
可以玩知道的交付
can play with deliveries know to make
你没有那些更具侵略性的筹码
the chips more aggressive do you don't
我们需要做出很大的影响
need much to have a big impact let's
现在谈谈粮食，我们可以看到如何
talk about the grain now we can see how
它影响纹理它是一种光
it affects the texture it's a light
效果，但容易察觉
effect but easily perceptible
让我们回到0你可以看到这种方式
let's go back to 0 you can see this way
纹理缺乏定义所以
that the texture lacks definition so the
谷物有助于其复杂性
grain contributes to its complexity I
倾向于你知道我喜欢拥有它
tend to you know to prefer to have it I
喜欢添加许多细节，只要我们
like to add many details as long as we
不要以坚果来诅咒T.
are not to cuss T in terms of nuts
数量和处理时间
number and processing time
他的腹股沟是按照以下方式制作的
his groin was made at the following way
我用云来充当斜坡
I used clouds to to act as the slope for
黑色和白色斑点自由低
black and white spots free with a low
通常我使用的强度和最大模式
intensity and a max mode usually I use
平均模式，但这次我发现了
the mean mode but this time I found that
最大模式可以提供更好的工作
the max mode gave a better work you can
看到它的差异
see the difference it seems that the
意思是挖掘一些细节和最大值
mean is digging some details and the max
至少在...中更像是一种碰撞模式
acts more as a bump mode at least in
这个特殊情况我不知道是什么
this particular case I'm not sure what's
这是我最好的方法
the best way here I make it the mean in
结束
the end
下一帧静脉我们没有看到它们
next frame the veins we don't see them
非常好，是的，我们可以在这里看到它们
very well okay yes we can see them here
而光标当然过得很快
while the cursor flies of course in that
情况太多了
case it's too much
好吧很抱歉它完成了它
okay so sorry it's done it down the
静脉基于细胞注意自我
veins are based off cells note to self
听不见确实有少量的毛刺
inaudible indeed small amount of burr a
很少有人不给黑人更多
little is not to give the blacks more
留下一个方向性的whap竹节模糊
left a directional whap a slub blur
每当第一个被喂食时
whenever one the first one is fed by
你的朋友没有放大第二个
your pal in no zoom the second one by
仅在该节点中分形某人
fractal someone the in that node only
作为面具，你可以看到
serves as a mask as you can see the
静脉是基底纹理上的垂体
veins are pituitary on the base texture
在复制泥和面具有助于告诉
in a copy mud and the mask helps to tell
静脉必须出现一些词
where the veins must appear some words
关于裂缝现在
about the cracks now
它与静脉的原理相同
it's the same principle as the veins
这只是一个桶的模糊
it's just another slob blur with a pail
在没有缩放和另一个与
in no zoom and another one with a
这种水分噪音可以产生良好的效果
moisture noise this one can yield good
岩石表面的结果很高
results for rock surfaces with high
它可以紊乱的宽度和高度值
disorder width and height values it can
在斜坡模糊节点看起来很好
look good in a slope blur node I
完成了反转光模糊和
finished with an invert a light blur and
允许我更推白人
allows to push the whites even more I
有了它我在我的纹理上添加了裂缝
had it I added the cracks to my texture
我们将减去混合节点
we will subtract blend node the
结晶现在开始结晶二
concretions now start to Crystal two
节点2将混合变换为光
nodes two transforms a blend as a light
斜率模糊时的序列
slope blur when the sequence of
定向wops和最终的slab模糊
directional wops and a final slab blur
在分形的帮助下添加谷物
to add grain with the help of fractals
这个级别点头让我控制
and to this levels nod gives me control
结晶和面具告诉
concretions and the mask to tell the
混合节点在哪里显示它们
blend node where to display them to
另一个林莫我不确定是不是
another Lin mod I'm not sure whether was
结核有用与否，但它是一个
concretions are useful or not but it's a
在原始参考中的监狱
jail that was in the original reference
我想要保留的图片
picture that I had so you wanted to keep
如果我剪掉它们，我们可以清楚地看到它
it if I cut them we can clearly see that
他们有点失踪，所以我们只是
they are kind of missing so we've just
涵盖了我们的所有细节
covered all the details as far as our
基础纹理现在我们要关注
base texture is concerned now we have to
用面具打破这个纹理
break this texture with mask and the
面具就在这里
mask is here
我用了周围的倍增泥
I used the multiplying mud around the
第9点让我们前进并潜水
points 9 let's move forward and dive
进入面具建筑细节
into the mask building details in the
似乎乍一看专用图
dedicated graph at first glance it seems
有点复杂，但它只是形状
a bit complicated but it's just shapes
混合在一起，掩盖隐藏
blended together and mask that hides
这个图的路线是一些盆
some pots the route of this graph is
在这里，我随机使用了一块瓷砖
here I used a tile random still a
金字塔形状你可以检查设置
pyramid shape you can check the settings
另一种随机的不同类型
another type random with different
设置两者混合最大值
settings the two are blended with a max
减轻泥土
lighten mud
在这里我添加了更大的不同形状
here I added different shapes larger
仍然基于简单的形状笔记
ones still based on simple shape notes
如果我需要一个更多的形状我刚才添加
if I needed one more shape I just added
它和一些混合物需要一个
it and if some blends needed an
调整我被问到你还原的部分
adjustment I'm asked a part you revert
并分享面具是完美的
and shared the mask is perfect
您
you
在这里，我刚刚做了一个
in the lower part here I just made a
来这里打破的面具
mask which comes here to break the
形状多一点，瞧瞧简单
shapes a little more and voila simple
足够的地方有黑色
enough where there is black that comes
并在这里隐藏白色部分
and hide the white parts here
所以这是你提出的一般逻辑
so here's the general logic you put
一起干净的主面膜和你的芯片
together a clean main mask and you chip
用另一个面具远离一些部分
away some parts with another mask
这里没什么特别的，它只是纯粹的
nothing special here it's just pure
手工劳动形状转变缓慢
manual labor shapes transforms slow
一些布鲁尔模糊了一些方向性的鞭子
blurs some Brewer some directional whap
并反转，但我也可以这样做
and invert but I could also do this a
减去并节省了OneNote
subtract and it saves us OneNote
清洁通行证总是好的
it's always good to make cleaning pass
在您的图表上，以优化其
on your graph in order to optimize its
它的处理时间可以节省内存
processing time it saves memory I guess
它似乎是一个主要的面具
that's it for the main mask it seems a
起初有点乱，但潜在的
bit messy at first but the underlying
逻辑很简单，这里就不多说了
logic is simple nothing more to say here
我想现在让我们去更小的
I think now let's go to the smaller
石头图来看看我的方式
stones graph to have a look at the way I
在这里你可以判断石头
made the stones here you can judge the
这些术语的一般方面是
general aspect of those terms that are
将从泥土中突出
going to protrude from the dirt in
marmoset toolbag我们可以看看
marmoset toolbag we can look at the
材料渲染在这里，我们看到了石头
material render here we see the stones
鹅卵石
the pebbles
所以我怎么把他们作为spitballs
so how did I make them for spitballs as
你可以看到图表很简单
you can see the graph is simple
如前所述，我开始使用
as seen earlier I started with a
膨润土形状多或长方形
pyronite shape more or rectangular this
时间飞溅拉威尔的下一个斜坡
time the splatter Ravel's the next slope
模糊带来了线条的刻面外观
blur brings a faceted look the lines are
可能弯曲，这给了一个好
likely curved and that gives a good
有机的氛围到石头
organic vibe to the stones
我可以拒绝的第二个慢模糊
a second slow blur that I can turn down
有点它是基于我们的着名和
a bit it's based off our famous and
这种其他缓慢模糊的潮湿噪音
moisture noise with this other slow blur
我们在石头上添加了更多纹理
we add some more texture to the stones
我曾经在这里繁殖，然后它只是一个
I used to multiply here then it's just a
减去石头的问题
matter of subtracting the stones on
自己创造了一些漏洞
themselves to create some holes some
不规则我可以??减少
irregularities I can reduce the
变换节点箭头具有的强度
intensity the transform nodes arrow has
保持对每一个人的某种控制
to keep a certain control of every
效果让我们继续前进这里我放了一些
effect let's keep going here I put some
他们用销售制作的精美曲目
fine tracks they're made with a sales
树由你的云推动的懒散模糊
tree a slob blur fueled by your clouds
一个，反转和减去mod非常
one and invert and a subtract mod very
简单没关系就是这块石头
simple okay that's it for the stones
我们现在去看看污垢吧
let's go have a look on the dirt now
在这里和我们可以仔细观察的工具包
here and toolbag we can carefully watch
她看起来像我们可以发现一些
what she looks like we can spot some
噼啪声和你知道的好消耗
crackles and a good drain you know like
灰度中有一块脾气暴躁的污垢
a grumpy dirt here in the grayscale
结果我们可以清楚地看到媒介
result we can clearly see the medium
大小的石头和较小的石头
sized stones along with the smaller
踏板
pedals
我们已经覆盖了这些石头
the stones are here we already covered
它们和我们完全一样
them it's exactly the same graph as we
想要上面我只改变了飞溅
want above I only changed the splatter
参数其实我改变了网格
parameters in fact I changed the grid
在这里它是5它给了更多的石头
number here it's 5 it gives more stones
如果我们比较，那么尺寸较小
and of smaller size if we compare with
这个小石头的大小飞溅
the novel splatter for the bigger stones
网格数设置为4，所以让我们
the grid number was set to 4 so let's
专注于污垢现在我不会谈论
focus on the dirt now I won't talk about
裂缝再次只有基础污垢
the cracks again so only the base dirt
开始定向whap
the start the directional whap that
拿水晶 - 我刚改变了它
takes a crystal - I just changed its
方向和wop使它更多
orientation and the wop makes it more
波浪或更加波浪我把它混合在一起
wavy or wavier I blended it with the
云一和多重模式
clouds one and a multiply mode
我们已经有了一些东西
and already we have something
有趣的是我们可以想象这些
interesting we can imagine that these
喷射层堆叠在一个顶部
are jet layers stacked one on top of the
其他这里我们有一个简单的纹理
other here we have a texture it's simply
一个进入斜坡的云
a cloud one that goes into the slope
分形的模糊两个
blur for fractal some two
我还添加了这个亚平宁噪音
I also added this Apennine noise that
在那里经过一块板
went through a slab there
慢跑鼓风机非常有用
the slob blowers are very useful to
打破典型的程序外观和
break the typical procedural look and
visla模糊，这很简单
visla blur which is rather simple easier
把泥土块给了污垢我
to give the lumpy field to the dirt I
我需要添加下一个我刚添加的
needed to add that next I just added the
石头裂缝小错误小
stones the cracks small error small and
更大的，我们拥有它
bigger ones and we have it
最后的污垢，这些图表多大了
the final dirt so how old those graphs
将掩码放入主图中
are put into the main graph the mask the
你可以看到石头和泥土
stones and the dirt as you can see I
纠正了我们的污垢强度
corrected the dirt intensity we will
现在水平，然后它的位置与
levels now then it's placements with a
使用最大减轻模式变换2d
transform 2d with the max lighten mode
你可以改变污垢的数量
you can change the amounts of dirt
从它突出的大石头之间
between the big rocks protruding from it
让我们看看它的样子
let's see what it looks like with a
圆筒
cylinder
快速说出我前往的泥土
a quick word for the dirt I headed it to
这个混合在这里，我用了一个面具
this blend here and I used a mask in the
不透明的插槽，来自蒙面
opacity slot which comes from the masked
基岩以这种方式出现污垢
base rock this way the dirt appears
它是白色的，所以它是白色的
where it's white so where it's white
这种形式没有摇滚乐
there is no rock for example this form
在这里我们可以很好地认识到它就在这里
here we can recognize it well it's here
我想要这里的污垢，如果是这样的话
I wanted dirt here and that the case if
我可以增加MaxLite的值
I increase the MaxLite in value we can
看到污垢回来了
see the dirt coming back
这就是这种有帮助的面具
so that's this kind of mask that helps
我们接下来让我们看看这个结果
us achieve this result next let's see
环境遮挡图看起来是什么
what the ambient occlusion map looks
没什么可说的，它很轻盈
like not much to say it's very light and
微妙但它带来了一些深度
subtle but it brings some depth to the
我刚刚在粗糙度图中快速混合
mix quickly where roughness map I just
做了一个反转使它成为光泽
made an invert to make it the gloss
在我们有黑色的地方生效
taking effect where we have the black
鹞是它的高度所在
Harriers it's where the height of the
岩石是我们可以拯救的最大值
rocks are at their maximum we can save
工具包中的光泽度非常好
the glossiness pretty well in toolbag
也许是因为两块石头都是
maybe is because both stones are
被风和海抛光了
polished by the winds and the sea the
污垢应该是粗略的逻辑，那就是
dirt should be rough logic and that's
我们隐藏这个粗糙度图的情况
the case with this roughness map we hide
地图只是最终的纹理
map is simply the final texture in
灰度我真的推白人
greyscale I pushed the whites to really
将岩石与泥土区分开来
distinguish the rocks from the dirt and
然后，如果你不这样，我就应用了毛刺
then I applied the burr if you don't
应用模糊的鹅卵石会穗
apply a blur of the pebbles will spike
急剧而且这是不可能的
sharply and that's just not possible
在高处，我非常小心
I'm very careful with that in an height
地图当然我们也可以离开
map of course we could also leave the
用高跟鞋踩踏板
pedals out of the height map with
设计师我们可以自由地做任何事情
designer we are free to do anything we
希望它的美丽是巨大的
want that's the beauty of it enormous a
你选择置换的工具包
tool bag you'd choose displacements to
把非常轻的地图放进去然后它就是
put very light map in and then it's just
找到合适的环境
a matter of finding the right setting
我真的非常简单
the normal map is very simple I really
除了设置V之外没有做任何事情
didn't do anything except setting the V
7左右的强度值是有益的
intensity value around 7 is good for
岩石，我可以把污垢
rocks I could have put the dirt in
另一个较小的正常节点
another normal node with a lesser
强度然后结合你两个
intensity and then combine the two you
可以完全做到这一点
can totally do that
让我们快速谈谈颜色
let's talk about the colors very quickly
只有一个梯度图
there's a gradient map for only the
我把泥土塞进去了
岩石
rocks
I put the dirt with the stones in
另一个渐变我混合了两个
another gradient I blended both of the
渐变地图在这里我们有一些
gradient Maps here we have some
环境遮挡它有助于带来一些
ambient occlusion it helps bringing some
色情瑜伽或环境中的死亡
death to the colormap yoga or ambient
图中的遮挡图是非常的
occlusion map in the graph is very
微妙的，所以他们在这里没有冲突
subtle so they are not in conflict here
我选择有色水分噪音很好
I chose colored moisture noise it's good
有更多颜色Verity简单
to have more color Verity simple
技术只需要玩
technique just have to play with the
强度我只是添加了柔和的颜色
intensity er I just added a soft color
质地浅粉色混合着
texture lightly pink blended with the
以前用柔和的灯光很容易
previous with a soft light it's easy to
花一些时间在彩色地图上它可以
spend some time on the color map it can
在这里的几个通道帮助做到这一点
help to do this in several passes here
我们的曲率图填充了
we have our curvature map filled by the
正常的它带来了许多小细节
normal in it brings many little details
为基础增加复杂性是很好的
it's great to add complexity to the base
颜色的石头看起来更加锐利
color the stone seems sharper order the
HSL节点就在这里消失了
HSL node is here to disappear it the
结果有点这是一个很好的方式来应用
result a bit it's a good way to apply a
最终更正，所以我们有最后的决定
final correction so we have our final
彩色地图当然是光明的
color map of course the light the
实时渲染引擎发挥巨大作用
real-time render engine plays a huge
我们认识颜色的方式
part in the way we perceive the colors
HDRI图片非常重要它有一个
HDRI picture is very important it has a
对你的氛围产生重大影响
big impact on the ambience of your
纹理和场景
texture and scene
所以这就是我的演讲
so that's it for this presentation i'm
很高兴与他人分享这些新材料
happy to share this new material with
你这个视频也发表在一个
you this video is also published in a
法语版谢谢大家
french edition thank you all for your
评论它对我来说总是有用的我会
comments it's always useful to me I'll
很快见到你的新材料
see you soon for our novel material
这是一个快速预览，所以你是什么
here's a quick preview so what you're
看到这里实际上来自YouTube
seeing here is actually from a YouTube
教程我正在研究如何
tutorial I'm currently studying how to
在物质设计师那里做硬表面
do hard surface in substance designer so
它与我所做的完全不同
it's very different from what I've done
在过去，我会告诉你
in the past and I'll show you the
我的研究结果再次感谢
results of my research thanks again and
再见
bye bye