Afrikaans
Akan
Albanian
Amharic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
We export this model from our 3D modeling software as a single model, okay?
But for using Geometry Mask feature inside Substance Painter, we need to detach the model
to sub-objects and please use the clear name for yourself and as you can see, I have four
different objects and let's export this model with these four different elements as a variation
number 3 for the pot and re-import the pot inside Substance Painter.
Okay, now I'm going to replace the version 3, okay?
Everything is like before because there is no difference inside the UV, the texture set
Subtitled by online-courses.club We compress knowledge for you!
name and etc.
We just separate.
the object to sub object. Okay and let's create a fill layer. I'm going to call it test and in the
layer you can see geometry mask feature in here and when you click on this little empty square
you can see in the properties window we have geometry mask option and we have body handles
lead screw and these are the sub elements or sub object that I create inside 3ds max. Okay so in
here when you check something it means you want to have that object the whole object as white area
in the mask so when I need to have lead as a mask part for the test layer
I just need to use this square check here okay and this is not only way that
we can use geometry mask inside Substance Painter so when we choose
something in the geometry mask okay and when we go back to the field layer we
have a little icon here that we can use to isolate the area that we mask okay
it's like when we use isolation or focus mode on the texture set list but this is
inside the texture set and it's work on the layer okay so let's go over there
body and screw and change the color and as you can see we can change the layer and we can see
the different result inside v-word and in this way we can use geometry mask it's a powerful
way it's a new a modern way to use masking on the geometry in the layer section
and we can create focus mode inside the texture set on the complex model okay so
please be aware that if you want to use masking very well masking geometry you need to
give proper name to the sub object inside the 3ds max blender or any software that you use
okay let's go for the anchor point okay
I'm going to explain the concept of the anchor point for you but don't worry if you cannot
understand the way that we are use of anchor point because in the future project we are going to use
anchor point a lot and the concept is so simple but we need to understand that concept to use
anchor point in proper way so let's create a field layer and name it one and we just need to have
color and roughness okay like this and I'm going to duplicate this layer and rename it to two
change the color to red and duplicate again and let's rename it to three
and change color to blue. Okay let's add black mask to all of them
and this is what I'm planning to do. I want to create a paint layer here,
name it paint and I just want to paint like this. Okay and I want to create a dynamic relation
between this paint layer and these three different mask and layers and create a new
structure for myself. So how can I use the data inside paint layer in layer number one,
layer number two and layer number three? I need to use a function inside Substance Painter
which is called Anchor Point.
And with Anchor Point I can grab the data inside one layer and use it in top layers.
So how we can add Anchor Point? We can just right click on the layer that we want
and we need to add Anchor Point. So in this Anchor Point I just grab all the data that I have
and now I can go to the mask for example and add a field layer.
For using Anchor Point you need to use field layers. Okay so let's go for the Anchor Points
and load paint and in the paint we can reference to a specific channel.
If we place Anchor Point on a
field layer or on a paint layer because we have different channels over there.
But when you put Anchor Point on a mask, there is no channel to reference because we have
just one single grayscale, okay?
So we have reference channel to the base color and we have just only base color inside the
layer that we paint.
So let's go back to the mask and in the field layer I have base color.
Let's change it to roughness, there is nothing over there.
So we can just use the data that we have on that layer.
We have a level for field layer when we use Anchor Point and we can play with the level
to for example increase the brightness or decrease the brightness.
Okay, like this. So let's go back to the paint and now I'm going to create another paint here.
So as you can see we just create a dynamic relationship between paint and the layer
number one with single anchor point and it's very important
to the reference channel that we select and the data that we paint because if I turn off
the color and just use roughness as you can see or just use roughness number one
as you can see there is no updating in the fill layer number one
because we reference base color channel.
not roughness. And when we change the reference channel from base color to roughness, the mask
is going to be changed. So let's go back in the erase mode. I just need to erase roughness data.
That's it. And let's go back to the color. And what we can do with this kind of dynamic
relationship. For example, we have the base and let's add another fill layer. Let's load
a pattern, for example this checker, and increase the tiling. You can increase
the tiling inside the pattern option. And let's change the blending mode to multiply.
Okay, so this is the effect that we can have inside Substance Painter with this relation.
Subtitled by online-courses.club We compress knowledge for you!
so we can erase the data
okay like this and everything is on dynamic level
so let's erase all the data
that's it what if i just paint on the layer and i add another sub layer as a paint and paint over
there what's happen because we define everything correctly and we paint exactly what we paint on
the paint layer the original one the anchor point is going to collect the data on down layer okay
so if we put
the anchor point upper than paint layer it's going to load the data into the
mask that we create. Okay let's rename the paint to extra so this is the extra
layer as you can see and if extra layer is moved to up level it's not going to
calculate in the dynamic relation but when the anchor point is upper as you
can see the extra is inside the mask. Okay so let's go and use anchor point in
the mask. So we just grab this mask the result and we are going to use the
anchor point
in here okay and we can add height instead of color and roughness and boom
we can play the level as you can see and we can have different variation and
please attention to the reference channel we don't have it because we
create anchor point inside mask okay so we can do another thing it's a common
technique to create for example outline inside substance painter so I'm going to
load the paint anchor point inside the third level that we have okay that's it
and let's bring up
the whiteness.
Okay, like this and I'm going to use a filter like bevel or blur, it's not important.
I'm going to use blur and let's bring up the intensity. I'm going to duplicate the fill layer
that I create and load the paint anchor point inside it and put it after the blur and change
the blending mode to subtract and as you can see we have outline for the mask.
Okay, let's create height and boom.
And whenever I go to the paint layer and just paint something,
as you can see, we have a dynamic relation that we can use
in this structure that we create. And it's not related to the paint, actually. Let's clear all
the data. Let's remove the extra that we have. I'm going to add a fill layer, and inside the
fill layer, and do to create a relationship between paint anchor point to other masks in
base color channel. I just keep the base color. And let's load some procedural map inside the
base color. For example, this one. And let's increase the tiling amount. Let's invert it.
Okay. And let's put the fill layer before the anchor point.
Okay, everything is fine. But the main issue is the color of this layer. It's going to
affect on the material. And it's not what I want. So there's some way to control this.
The first one is decrease the opacity. Okay, it's not working. Why? Because we are going
to disable the data inside base color. So let's bring back and let's change the
blending mode to something like disable. It's the same. Okay, so let's go back to
the normal. Let's hide the fill layer. It's the same. Okay, let's decrease the
opacity of the layer itself, not sub layer.
It's working, okay.
And let's hide the layer itself.
It's working, why?
Because we are just hiding or disabled effect
of the whole layer.
And the data that we are using,
it's on the fill layer, sub layer.
Fill layer as a sub layer, okay.
So in this way, we can have the data
and it's not affected on the material.
And for example,
we can have this kind of effect with using anchor point.
We can change, for example, the rotation,
the border width.
We can change the whole
pattern.
Okay, and this is the main concept of Anchor Point inside Substance Painter.
We just create dynamic links between layers and we can use the data between layers and
etc.
So you are going to see many techniques, many ways, and many times of using Anchor Point
inside the project section.
So this is the Anchor Point, you need to understand the concept and after that you can create
magic inside Substance Painter.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.