From the course: Substance Designer for Architectural Visualization
Adjusting roughness - Substance Designer Tutorial
From the course: Substance Designer for Architectural Visualization
Adjusting roughness
- Now that we've got a bit of a surface slope established in the normal, we can start to get the roughness and base color happening in our Bangkok red tile. What I'll do is to first work on the roughness. If you notice, I'm keeping it in a gray initially. I'll pick the base material, scroll down, and pull down the metallic value a bit. It's a little much. Then, I'll turn up the roughness and the grunge and see how it looks. It's not bad, but I don't want it to look grungy like the floor is, well not clean. So what we need here is a little bit of different variation. I'll use this same technique, and in this case reuse that vector warp. On the base material, I'll scroll down in the outputs and turn on roughness. With roughness at true we get, well , a mirror surface, the roughness is, well, at zero. What I need to do then is get another pattern in here. I'll pull in another fractal sum base, reduce its width and height to maybe a parent divided by two, pull its roughness down, min and max up, and randomize. Then, duplicate that vector warp, and plug the new fractal sum into it. Now, why do this, why not reuse what I've got? What we're doing here is making sure we break the pattern, so that the roughness doesn't correspond with a down part in the tile, or that the roughness doesn't always correspond with a high part of the tile, whatever it is. By varying the incoming fractal sum base and its random seed, we're using the same vector warp but getting different color or different grayscale values for each roughness and what will be the normal. I'll pipe this in, and see how it looks. And now we've got here, and I'll even pull loose this 3D viewer and enlarge it, is this really nice variation across the tile, or as we orbit around we can it's got definitely variety, but it's not a direct match of slope and roughness. Now if you're finding this is a little bit too rough, you'd like your floor to be a little glossier, you can always level this, or adjust that roughness as need be. What I'll do, is after that vector work grayscale, add in a levels node. And then, bring this up. If we bring it closer to white we get rougher, so really what I want to to do is bring down the output white value to smooth out this tile. As we get very smooth, we can see that the normal really starts to show, so somewhere in here in kind of a mid-range. You can also pull around this gray, telling it where mid-point gray is. I'll use this to really mute it down, so we've got this really nice shine across the surface, and that variety between the roughness and the normal. Next up then, is to play with the color and the metalness to really get this material having that soft luster of that Bangkok tile.
Practice while you learn with exercise files
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Contents
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Starting the herringbone6m 13s
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Creating horizontal rows5m 19s
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Creating vertical rows5m 51s
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Blending the herringbone rows9m 3s
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Randomizing surface slope3m 54s
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Adjusting roughness3m 22s
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Adding color to the albedo4m 23s
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Using noise to modulate metalness3m 59s
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Exposing hues in the herringbone2m 57s
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