Substance and Sketchup Workflow
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Ok I just got the trial of these programs because they are so cool that not only do they offer the Thea thing for free and not only is it a great program but it's priced to fit small business budget. Kudos allegorithmic.com
So Now I'm trying the procedurals.
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Great to see that you guys have lots of fun...!
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with the Designer, or with the Painter or with just our converter and the library of materials on their site I thing the procedural will work fine. And as you and Jason said or suggested. you can output at low quality each texture to lighten load which is not even a big load for nice cards.
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This is going to work...
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Kris,
It's great you've downloaded that already!
Let me ask some questions:
Are you only creating materials with Substance, then converting to Thea and then applying them inside SU or are you importing the house model to Substance designer, applying the textures there and then somehow bring everything back to Sketchup?
Did you unwrap that house?
If you have your house model inside Substance Designer, could you try the edge procedural?
I'm exploring blender and unwrapping...
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Are you only creating materials with Substance, then converting to Thea and then applying them inside SU?
***So far I've edited samples from them. And saved them as Thea Mats. Then added them to my model.
I've also added some of my own and edited them through the standard side. you can't edit the kool settings like for the Substance Designer materials, you can only add the all the multi layered effects maps if you have made them already or you own them from somewhere else...(this is a drawback because this is where the procedural taxturing is.)***
or are you importing the house model to Substance designer, applying the textures there and then somehow bring everything back to Sketchup? You only use your mesh inside Project Designer/Painter in order to see what you're doing and to provide a mapping environment for the procedure. You don't have to re-import your model back to sketchup, you just have to use the SD texture on that mesh and it will recognize it. Both make maps and so does the converter. You never even have to make the map from what I can tell. it creates it on the fly.
Did you unwrap that house? No, I did not... It's just a live procedural stone texture and concrete below.
If you have your house model inside Substance Designer, could you try the edge procedural?
I didn't bring my mesh in... I'll be testing with that kind of thing later.
I would like to add that if you were unable to pay the Substance Designer or Painter programs for the $20 a month for 6 months, you could always use Awesome Bump. https://github.com/kmkolasinski/AwesomeBump it's free and will make the files to use the Substance Converter needs. But, you will not get procedural textures out of it. In fact, it would seem to me that the current texture tools we have inside Thea Material Editor surpass that. I think the main value if you didn't own the Substance products would be importing all your maps at one time and prepping them a bit on size before you bring them into Thea Material Editor.
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Kris, you're wrong about Awesome Bump.
AB can generate all PBR maps you need, from a base texture you feed into it. You can also manually tune many fine aspects of it.
It can generate the four main maps:
- Diffuse;
- Metallic;
- Roughness;
- Normal.
And several others quite effectively, like height maps...
In what concerns Substance Designer. It can also generate PBR mateirals, probably much better than AB and with the added procedural parameters.
However where it stands apart is in texturing the model directly using geometry related procedurals that act with relation to the model itself and it's geometric properties. This and the fact that it's all done in a nondestructive and interactive way it's what interests me the most.
Without being able to pull this off, I'll keep my workflow as it is right now...
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Wrong about it? I I said it can do that... I said it can't do procedural.
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@krisidious said:
But, you will not get procedural textures out of it. In fact, it would seem to me that the current texture tools we have inside Thea Material Editor surpass that.
Sorry, this was what you said that got me confused. I thought it meant that thea surpassed Awesome Bump at generating maps. But I now think what you're saying is that Thea texture tools surpass the limitations one would be faced by not having procedurals from Awesome Bump.
I'm still unsure if this is what you meant...
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@unknownuser said:
Let's see where this leads to...
I think this thread does add depth to the analogy "comparing apples and oranges".
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@roland joseph said:
@unknownuser said:
Let's see where this leads to...
I think this thread does add depth to the analogy "comparing apples and oranges".
LOL! But if you don't compare them how to know the difference?
The thing is that you do that when you're a child and you instantly know the difference there on.
You can consider us as CG artists babies!
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I am definitely a CG Baby... I thought you guys knew this. I am not a professional renderer by any definition of the word. I have never sold a render, I sell house plans, but I really enjoy rendering things, I do not go to anywhere near the length that people like those in this thread.
Now JQL, as for Awesome Bump, Thea and "SD/SP-Converter" and then separately, the SD/SP suites. Let me clarify.
Awesome Bump - AB cannot do procedurals in as much as I can tell, by what I have described as thinking procedural is. And that being a continued randomness in application of effects on a material. Yes, it can create AO's/Bumps/Normals etc... But not the moss, dirt, grass randomness of spacing and look that does not repeat in some form or fashion noticeably. Perhaps I'm wrong? But I believe that it cannot. Perhaps I'm wrong?
Substance Designer - True procedural materials, node based creation, map generation, baking etc. Everything in the candy store you ever wanted.
Substance Painter - application of SD materials on your mesh with editing of those materials live, on the fly and an incredible degree of control over materials, with effects, particles, raw paint... etc. BUT... SD creates those procedural materials.
Substance Converter for Thea - allows simple editing of SD materials. and it allows import of the separate importing of maps from your own library. things from Awesome Bump, like normals, bump, AO, roughness, basecolor, metallic, height map, glossiness, specular, emitter, alpha or displacement.
not all can be used at once, but no more than these can be use. AND... Most Importantly. You CANNOT EDIT your personal library materials in the Substance Converter for anything but size. NO SNOW, NO ICE, , NO DIRT, NO GRUNGE, NO SEEDS... NO PROCEDURAL EFFECTS Editing is allowed on your personal materials imported into Substance "CONVERTER". All it does with your materials that you made some where else or bought is combine and import all your maps simultaneously. And while bringing all my maps in at one time is nice, it does not offer me any expanded features that I do not already have in Thea.
Thea Material Editor - Allows me to add any thing that is made in Awesome Bump, Has layer, effects, emitters, scattering, procedural effects albeit somewhat limited... Just not to the extent that Substance Designer/Painter does.
In my opinion, the Substance Converter does not add any extended usability to Thea without Substance Designer. However, if you have Substance Designer or the subscribe to the rather massive Substance Library Database? You can use procedural effects like Moss, Grunge, Dirt, Aging, edit stone/mortar patterns on the fly. etc... To your hearts content and render it right in SketchUp.
And the "Indie" pricing options that allegorithmic.com offers with greatly reduced price and payment plans for small businesses like mine... It's a great deal.
Now, as I said when I began... I have no idea what I'm talking about, so if I misunderstand any of this, please let me know.
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As far as apples and oranges... I don't see where this doesn't go the full distance to the market and fill your basket with fruit.
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In addition -- to clarify what a Substance is:
It is simply a collection of image editing commands (XML based) that are dynamically performed on raw base imagery. The base imagery can be Vector (in the form of SVG), Procedural (internal to the Substance Engine) or Bitmap (either imported or baked from the geometry)... or any combination thereof.
When you as a user see the various Substance altering sliders in something like Thea, what you are really seeing is certain portions of the image editing command chain that have been "exposed" to the end-user.
Substance Designer is the full authoring package for Substances -- with it you can import or create base imagery, set up image editing command chains (via nodes), and choose what you want exposed to the end-user of your Substances.
Substance Painter will allow you to paint directly on your mesh (a very ZBrush-like experience) using Substances (basic Substances can be created inside Painter, but usually you would create more complex effects in SD). These can be applied in a typical layering workflow with standard brush types, or particle simulations. Substance Designer is not required, and awesome work can be done in Painter without it... mostly because there are already tons of existing Substances you can use, and more to come.
Allegorithmic is the company making all of this. They are a dynamic, fast paced company that IMO always pushes forward toward new ground. I bought my first license for Substance Designer back in version 1 when it was nearly twice as much as the current pro pricing -- and I considered it to be a great deal even then. They have not disappointed me in any way -- I highly recommend their products if the type of work you are doing fits what they designed the tools for. Their main target market is video game creation, where the nature of Substances can give many advantages to streamline in-game user driven texture customization, and reduce bandwidth consumption.
To use a SketchUp analogy -- Substances are similar to Dynamic Components/Ruby Scripting... but with textures instead of geometry.
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Really impressed with them myself... I think I'm going to be a user. And they even allow you to pause payments. They really seem to be of the industry and know what users want.
I'm finding some uvmapping and unwrapping in Designer, but not a full unwrap suite. Between AC3D, 3D Max and Blender... Hmmm... Max is more powerful, but the learning curve is much steeper. AC3D is easy, but more manual. I'm looking now at Blender's mapping.
That being said is seems the procedurality of Substance Designer would negate the need for uvunwrapping anything but the more detailed objects. like people, cars etc. If you want to make something and actual substance... I don't think you would need maps.
P.S.
I posted on their facebook page and they answered back in like a few minutes... That's the kind of company they are.
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Yes, the new tri-planar projection negated the need for unwrapping UVs in some cases -- perhaps enough to simplify a SketchUp workflow.
I cannot say enough good things about Allegorithmic -- I don't get the chance to use their products as much as I would like, just because my work keeps me stretched pretty thin (software-wise). But in dealing with various software companies I never see the type of laziness at Allegorithmic that most others display... these guys are serious about continually pushing the envelope. Frankly they are an exciting bunch.
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Guys, Your combined five last posts really confirmed all I thought on this matter.
You even gave me good expectations towards that unwrapping, wich is the only thing holding me back, by talking about unwrapping inside Substance Designer and Triplanar projection (wich I believe should be something like projecting textures into the model from XY, YZ, XZ planes...?)
Jason, your objective description of both software and company is really saying it all.
Kris, your full description of your experience so far is really really helpful. I can't thank you enough! The only things I think you're not sure about or you are missing are the following:
@krisidious said:
Awesome Bump - AB cannot do procedurals in as much as I can tell, by what I have described as thinking procedural is. And that being a continued randomness in application of effects on a material. Yes, it can create AO's/Bumps/Normals etc... But not the moss, dirt, grass randomness of spacing and look that does not repeat in some form or fashion noticeably. Perhaps I'm wrong? But I believe that it cannot. Perhaps I'm wrong?
1 - I'm absolutelly sure you can't generate procedural maps inside Awesome Bump! However you can have regular bitmaps for grunge effects wich I actually have used and works greatly (as long as you are willing to edit stuff in bitmaps and reload as you work with AB).
The final Thea material will behave exacly the same wether it was generated from Awesome Bump or from a Substance because as soon as you convert it, all substance procedurals turn into bitmaps and are merged into the material bitmap textures. So the only difference is that you can control procedural effects of your created substances inside Thea Substance Converter and that is the thing you are missing...
2 - As long as you EXPOSE those procedurals when creating a Substance, you can see and manipulate those same procedurals inside Thea Substance Converter. This is just like Jason briefly but objectivelly pointed out when describing Substance Designer here:
@jason_maranto said:
Substance Designer is the full authoring package for Substances -- with it you can import or create base imagery, set up image editing command chains (via nodes), and choose what you want exposed to the end-user of your Substances.
So I guess this is good news for everyone. You've dowloaded SD, I'm flying through all tutorial videos.
Now I only have one more doubt! LOL always just one more...
Jason, you obviously know what you're talking about but I think you might be missing the point in just one thing:
@jason_maranto said:
It is simply a collection of image editing commands (XML based) that are dynamically performed on raw base imagery. The base imagery can be Vector (in the form of SVG), Procedural (internal to the Substance Engine) or Bitmap (either imported or baked from the geometry)... or any combination thereof.
For what I could tell until now there's a small detail you're missing on your substance definition that might make all the difference here.
Though a substance only creates images and image editing commands it is in face a collection of resources and those resources include a 3d model wich is used by substance in several ways.
I'm saying this, because Sketchup doesn't do triplanar texturing, or texture unwrapping, but it can import objects textured like that. So, if in a substance pipeline the model would be loaded into the substance instead of linked to it, that model could possibly come out of the pipeline, Unwrapped or with a Triplanar projection...
Then it would be a matter of importing the model to sketchup again, fully textured and with all procedurals in the right place! Then we would use the substance converter and would change the material inside sketchup, for the Thea material. We could even turn that model into a Thea proxy and replace it when rendering if Sketchup doesn't assume it right...
That thought is making me shiver...
What do you feel guys?
Is this possible to achieve with substance?
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The easiest and fastest way is to not map textures in SU.
I know you love SU but there are times when you can't tighten a nut with a hammer.
But if export only mesh data to another app that handles numerous uv methods then your better placed.
I mention Blender only because it's free. You can use anything mentioned already.
But to come back to the dilemma.
In SU you paint a seamless brick material 1024x1024. This for obvious reasons can't target edge wear or grime.
So to target those in SubStance you need to unwrap everything that inherits that texture. To maintain texel density you could end up with an 8kx8k texture.
Now you need to factor in the resource cost this texture has on your rendering app.
Designer is an amazing tool. So is Filter Forge and Knald.
Different horses for different courses.
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First of all I love it when the pros come here and enlighten us. I really do think this is what makes a community strive!
I deeply appreciate every advice you gave so far, including this one.
If I find out that I can't run away from a 3rd party unwrapper I will use blender for all the reasons you pointed out and because that would make me have a strong reason to simply try it and learn some potentially useful stuff.
@rich o brien said:
Now you need to factor in the resource cost this texture has on your rendering app.
For sketchup, I would use a very low texture wich is enough for my needs, even if it get's blurred as it can be.
I see no software problem with Thea that could make that texture hard to handle.
Hardware wise I've gotten myself a Titan X with 12Gb and that should handle that kind of textures well enough...
For interactive work inside substance I could work with low resolution most of the time and what I aim to do seems simple enough so I don't expect to waste much time there with a hanged computer when resolution raises...
Considering it all, I see no failing in your argument, but I'm expecting it will work in my case.
@rich o brien said:
So is Filter Forge and Knald.
So will I investigate those too.
I'm concerned about Substance Designer just because I heard great stuff about Substance B2M, that was the first app I considered buying from them, for creating my materials. When Thea Substance Converter preview came out, I found out about how the added procedurals would enhance Thea materials. Then I found out what Designer could really do. Then I thought about posting a thread here to see if it was possible to use it along with sketchup anyway. Then all this mess of a discussion came up and me and Kris got in the same boat though with different aproaches.
This seems to have potential to turn out quite well and just because of that I already feel very close to substance.
Why the hell would you have to bring those two apps!?
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