From the course: Substance Designer for Architectural Visualization
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Adjusting roughness and metalness - Substance Designer Tutorial
From the course: Substance Designer for Architectural Visualization
Adjusting roughness and metalness
- [Instructor] In this exercise we'll add roughness and metalness to complement the normal in our base material. I've opened up a 104 start and you can see that nothing is showing in that 3D view. This is because nothing is connected to the output. Substance Designer will automatically show if things are connected to the output but right now it's not so what I'll do is right click on that base material and drag it onto that rounded cube. There's my tile, well at least the normal of it and it's looking pretty good. Now to get the metalness in place. What we want to do is consider where is it not only a metal, but, where is it going to be more or less shiny. This will complement the roughness. Where is it rough? Where is it smooth? And together we'll get a really realistic looking material. We know that the T-bar is a metal but it is painted but we need a little bit more metalness there so it's a little bit shinier. So what I'll do is first add a metallic component to that base material…
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Contents
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Establishing the tile height7m 2s
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Adding surface detail5m 49s
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Creating the normal map4m 33s
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Adjusting roughness and metalness6m 35s
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Adding ambient occlusion5m 23s
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Using a height map to add to the normal3m 34s
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Challenge: How to test down-facing materials49s
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Solution: Changing the sample geometry4m 13s
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