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Substance Designer TIP (1) 본문
0.
1.
주로 사용하는 Nodes 를 중심으로 예시를 정리.
주된 작업 파이프라인은,
(1)Reference 수집
(2)Height를 만든 후 Color
(3)덩어리를 만든 후 디테일을 추가(Rock▶Pebble▶Ground)
Cell
Clouds
Crystal
BnW Spots
Fractal Sum Noise
White Noise
Grunge Map
Perlin Noise Zoom
Polygon
Slpatter
Slope Blur Grayscale
Blur HQ Grayscale
Blur HQ
Non Uniform Blur Grayscale
Histogram Scan
Histogram Range
Dust
Shadow
Curvature Smooth
Bevel
Directional Warp
Nondirectional Warp
Vector Warp Grayscale
Invert Grayscale
Highpass Grayscale
Gradient Linear
Transformation
Quantize Glayscale
Dilation or Erosion Iteration
Curve
Sharpen
Uniform Color
Safe Tranform grayscale
PBR Albedo Safe Color
RGBA Merge
Distance
Edge Detect
Normal
Normal Color
Normal Blend
Normal Combine
Normal To Height
Normal Invert
Ambient Occlusion
Get Slope
Gradient Map
Blend
Autolevel
Level
HSL
Tile Generator
Tile Sampler
Tile Random