Skill Level Beginner
- [Narrator] Whenever we launch a substance designer application, the first thing we are greeted with will be the welcome dialogue that allows us to set up and create a substance file with some default preferences in place. There's knowing how to create a document will be a pretty important aspects of our designer pipeline. Let's spend a few moments, familiarizing ourselves with the options that we have here. From the options, we can create a new substance, giving us a new substance package and graph, which we will learn about later. Or we can create a new MDL material, that essentially lets us build via various maths nodes, a language that defines a physically based material, that we can use for rendering. In our instance, let's click to create a new substance, and look at some of the preferences that we can set up via the graph templates. The default template though, and the one that we will be mostly using throughout this course, is the PBR Metallic Roughness option. Now, this being a material that mimics the physical properties of light, as it interacts with a surface, but in a way that makes the controls that we get, both simpler and easier to use for an artist. Scan data is being used more and more in visualization projects and especially games, with the new unreal engine coming out. And here we see that we can create the same physically based material, but that can this time utilize scanned data. Selecting the PBR Metallic Roughness option then, we can see that we also have a graph property section, which allows us to set the document size. Now the size mode dropdown, allows us to set an absolute size. So a document of 2K for example, will always be 2K. Or we can choose, relative to parent. Which gives us the ability to change the document resolution on the fly without any loss of information. But more than that, we'll actually add information in, if we increase the resolution. Well, let's create a new substance called Test, so that we can look at more preferences in our applications menus. Now across the top of our application, we have a number of menus. The first file, gives us access to pretty much the same set of options that our welcome screen did. Going to the edit menu though, let's open the applications preferences via a left click, and here we can adjust how many documents, our recently opened list contains, which is very useful if we work on lots of different materials in a single working day. But we can also change things like the amount of undo options that we have. If we're a person who likes to make many edits. In the projects tab, we can set up default locations, and names for every aspect of our workflow, including names of baked maps, which we will see in action later. Although simply nature, knowing how to both create a new substance from our menus, and also how to set up important preferences. Well, these are things that we will need to become familiar with before setting off and creating projects in earnest as they can save us a lot of time and hassle further down the line. Being well organized, and prepared with projects, udo amounts and naming conventions, for our substance materials, all being essential, for fast and effective workflows.