Substance Designer for Architectural Visualization
4h 17mIntermediate2019-06-20
Authors

Adam Crespi
Educator and Trainer in 3D applications for computer-generated imagery
Course details
Creating procedural materials is an important part of a modern visualization workflow, for both real-time and rendered applications. In this course, learn how to quickly create a variety of architectural materials in Allegorithmic Substance Designer, for application in design-visualization projects. Structured as a series of case studies on common material types such as carpet, vinyl flooring, and ceiling tile, this course incorporates techniques for crafting custom materials as needed for a design while staying true to the manufacturer's intentions. Discover how to create height, normal, and ambient occlusion maps for your substances, mask pattern components to simulate custom material blending such as mixed tile, and more.
Learning objectives
Creating acoustic ceiling tile
Adjusting tile roughness
Adding ambient occlusion
Creating vinyl flooring
Using noise to modulate metalness
Creating a color base
Adjusting the size of a fine pattern
Tracing an image in Adobe Illustrator
Creating a cast concrete surface
Learning objectives
Creating acoustic ceiling tile
Adjusting tile roughness
Adding ambient occlusion
Creating vinyl flooring
Using noise to modulate metalness
Creating a color base
Adjusting the size of a fine pattern
Tracing an image in Adobe Illustrator
Creating a cast concrete surface
Skills covered
Substance DesignerAllegorithmicArchitectural VisualizationVisualization and Real-TimeDeep Dive (X:Y)
Concepts
Introduction
- create photorealistic arch viz materials with substance designer
- what you need to know
Creating Acoustic Ceiling Tile (ACT-1)
- establishing the tile height
- adding surface detail
- creating the normal map
- adjusting roughness and metalness
- adding ambient occlusion
- using a height map to add to the normal
- challenge - how to test down-facing materials
- solution - changing the sample geometry
Creating Vinyl Flooring (LVT-2)
- starting the herringbone
- creating horizontal rows
- creating vertical rows
- blending the herringbone rows
- randomizing surface slope
- adjusting roughness
- adding color to the albedo
- using noise to modulate metalness
- exposing hues in the herringbone
Creating Vinyl Flooring (LVT-1)
- creating a color base
- arranging the herringbone pattern
- creating a base material
- adjusting roughness
- using noise to modulate metalness
- normal map and final adjustments
Creating Vinyl Flooring (LVT-3)
- matching the manufacturer's colors
- creating a color base sheet
- adding edge darkness
- adjusting the size of a fine pattern
- using noise to modulate metalness
Creating Carpet Tile (CPT-1)
- creating the micro-pattern in grayscale
- creating the macro-pattern in grayscale
- adding color to the macro-pattern
- blending the pattern colors
- creating the normal map
- fine-tuning metalness and roughness
Drawing Crazy Pattern Materials (TX-1)
- tracing an image in adobe illustrator
- creating a normal map
- generating a roughness map
- crafting subtle metallic properties
- creating the albedo
- setting up a function to swap colors
Creating a Cast Concrete Surface
- establishing a form tie pattern
- creating the form panels
- combining the normal map
- subtracting small surface bubbles
- adjusting the roughness
- calibrating the occlusion and metalness
- creating the varied albedo
Related courses
- Maya and Arnold: Architectural Materials
- Blender and Substance Painter: Architectural Visualization
- 3ds Max and V-Ray: Residential Exterior Materials
- Unreal: Substance Designer Workflow
- Substance Designer: Product Visualization
- Substance Designer 2020 Essential Training
- Substance Designer: Material Techniques
- 3ds Max: Substance to V-Ray Workflows