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Original subtitles

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

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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.

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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.

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