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創(chuàng)建一個(gè)簡單的Substance

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創(chuàng)建一個(gè)簡單的Substance

Date:2011-08-13 03:22

The best way to learn about Substances is to create one.

學(xué)習(xí)Substance最好的辦法就是去創(chuàng)建一個(gè)。

We saw earlier that one of the advantages of Substances is that you can use other Substances to produce some very complex results. Substance Designer includes a Bitmap to Material Substance we will use this to turn a simple bitmap into a complete material, with normal, ambient occlusion, specular, height and diffuse maps.

我們知道Substance早期的優(yōu)勢(shì)之一是,你可以使用其他的Substance來制作一個(gè)非常復(fù)雜的東西。Substance Designer包括 Material Substance的一個(gè)位圖,我們將通過使用這個(gè)簡單的位圖來制作一個(gè)完整的Material,這個(gè)Material包括normal(法線貼圖)、ambient occlusion(環(huán)境光遮蔽(阻光貼圖))、specular(高光貼圖)、height(高度灰度圖)和diffuse maps(漫反射貼圖)。(這段的意思是說這個(gè)插件只用一個(gè)位圖就可以做出一個(gè)有凹凸帶反射等貼圖的完整的材質(zhì)球Material)

Downloading the sample resources 下載樣本資源

You can download the resources used in this User Guide from our website. (See “About the User Guide”.)

您可以從我們的網(wǎng)站里下載到用戶指南中所使用的資源(見"關(guān)于用戶指南")

The resources are provided in compressed ZIP format. When unpacked, you will find a single Substance_Editor_Sample_Resources folder. Open this folder, then open the sub-folder named, Creating_a_Substance, where you will find the resources used in this chapter.

這些資源是以ZIP格式壓縮的,當(dāng)你解壓縮后會(huì)得到一個(gè)名為"Substance_Editor_Resoutces"的文件夾。打開此文件夾后,再打開子文件,一個(gè)名為Creating_a_Substance的文件夾里存放著本章中所使用的資源。

Open Substance Designer and go to the Untitled_Package entry in the Packages panel. Open it to reveal the Untitled Graph. This is where we shall build our new Substance.

打開Substance 設(shè)計(jì)器,然后進(jìn)入資源面板轉(zhuǎn)到未命名資源,打開它來創(chuàng)建顯示未命名圖形,這是我們將要?jiǎng)?chuàng)建新Substance的地方。

The first step is to import our bitmap.

第一步導(dǎo)入我們的位圖

Drag the CAMBODGE.JPG file onto the Untitled_Package Substance’s name in the Packages panel. This adds the bitmap to the Substance as a resource:

把文件CAMBODGE.JPG拖入到Parckages面板中的Untitled_Package中。把這個(gè)位圖添加到Substance中,并作為一種資源來使用。

Tip: You can also add resources directly to the Untitled_Graph directly. There is no functional difference between the two choices. The two options are available to aid organization of complex Packages and Substances. You can also create folders inside a Package to create a complete hierarchy if you require it.

提示:您還可以直接添加資源到Untitled_Graph中。這2種方法沒有功能上的區(qū)別。這2種方法可以幫助我們更好的去處理復(fù)雜的Package(資源包、封包)和Substance。如果您需要的話,還可以創(chuàng)建一個(gè)包含Package的文件夾,使得它具有一個(gè)完整的結(jié)構(gòu)。

Drag and drop the new image resource from the Packages panel into your empty graph. Substance Designer will create a Bitmap node for you.

拖拽新圖片到Package界面下你的空的graph中。Substance Designer會(huì)為你創(chuàng)建位圖節(jié)點(diǎn)。(我試驗(yàn)的是從Package里選取文件夾,從Gallery中選取圖片后拖拽到Untiled_Graph中)

The picture we are using has a simple, almost monochrome, image. Such images lend themselves well to the automated process we will be applying.

我們使用的圖片是一個(gè)簡單的單色調(diào)圖像。我們將運(yùn)用的這種圖片很適合軟件自動(dòng)處理。

The next step is to add an instance of the Bitmap_To_Material Substance to our graph. In the Packages panel, open the Advanced_Filters Package and navigate to the Bitmap_To_Material graph:

下一步是在我們的的graph中添加Bitmap_To_Materia的一個(gè)實(shí)例。在Package面板中,打開Advanced_Filters Package(資源包)并瀏覽再graph中Bitmap_To_Material.

Drag Bitmap_To_Material into an empty area of your graph:

把Bitmap_To_Material拖動(dòng)到你graph中的空白區(qū)域。

Next we need to connect the output connector from our Bitmap node to the input connector on the left edge of the Bitmap_To_Material instance node. You can do this by dragging a line between the two connectors:

下一步,我們需要從我們的位圖節(jié)點(diǎn)中輸出點(diǎn)做一個(gè)連接,來連接Bitmap_To_Material左邊的輸入點(diǎn)。您可以通過拖動(dòng)來實(shí)現(xiàn),及在2個(gè)連接點(diǎn)之間建立一條線

The right edge of the Bitmap_To_Material instance has an array of output connectors. If you hover the mouse pointer over the node, you should see the connector names appear:

BITMAP_TO_MATERIAL例子的右邊有一個(gè)出書接口的序列。如果你吧鼠標(biāo)放到節(jié)點(diǎn)上,你就能看到連接接口的名稱

If you don’t see the connector names when you hover over them, you can enable this feature from the Graph View’s panel menu. Click on the small down-pointing triangle in the upper right of the Graph View panel. In the menu, make sure the Display connector name option is set:

如果您沒有看到連接口的名稱,您可以從Graph視窗的面板菜單中啟用此功能。在Graph面板菜單的右上角,有一個(gè)向下的小三角形,點(diǎn)擊它,在菜單中,確認(rèn)顯示連接口的名稱選項(xiàng)的設(shè)置如下:

We need to link these connectors to individual Output nodes, so right-click on an empty part of the graph to bring up the Graph View’s context menu and choose New Output node:

當(dāng)我們需要把一個(gè)連接口單獨(dú)連接到一個(gè)輸出節(jié)點(diǎn)(即output)的時(shí)候,我們又見單擊Graph空白的地方在菜單中選擇創(chuàng)建新的輸出節(jié)點(diǎn)(即output)。

A new Output node will appear. Select it and use the Duplicate function (Ctrl+D) to add another four Ouput nodes to the graph. Arrange the Output nodes vertically to the right of the Bitmap_To_Material instance node. The graph should now look similar to this:

我們創(chuàng)建的新輸出節(jié)點(diǎn)(即output)就顯示出來了。選擇它,并使用復(fù)制功能(Ctrl+D),我們就在Graph中創(chuàng)建了另外的四個(gè)輸出節(jié)點(diǎn)(即output)。把這些輸出節(jié)點(diǎn)(即output)垂直排列在Bitmap_To_Material實(shí)例節(jié)點(diǎn)的右邊,F(xiàn)在Graph界面看起來是這樣的:

All five of the Output nodes are set to “diffuse” by default.

因?yàn)檫@五個(gè)輸出節(jié)點(diǎn)(即output)的所有設(shè)置都是默認(rèn)的,所以都是"diffuse"。

If you hover the mouse pointer over the Bitmap_To_Material instance, you will see the names of its output connectors. We need to set each Output node to match the output connectors.

當(dāng)您把鼠標(biāo)放到Bitmap_To_Material實(shí)例的輸出接口的時(shí)候,你會(huì)看到每個(gè)接口的名字。所以我們要為每個(gè)輸出節(jié)點(diǎn)(即output)匹配一個(gè)輸出接口。

The top connector in the Bitmap_To_Material instance is the Ambient Occlusion output, so we set the top Output node to this Usage type.

Bitmap_To_Material實(shí)例的頂部接口是按照Ambient Occlusion輸出,因此要按照這種用法類型來設(shè)置頂部輸出節(jié)點(diǎn)(即output)。

Click on the top Output node to bring up its parameters in the Inspectors panel. Adjust the right-most Usage parameter—which defaults to “diffuse”—to “ambientOcclusion”, as shown below:

點(diǎn)擊頂部的輸出節(jié)點(diǎn)(即output)在Inspector面板上設(shè)置他的參數(shù)。調(diào)整最后邊的參數(shù)用法,把默認(rèn)的"diffuse"改為"ambientOcclusion",如下圖:

Note: For this example, you can leave the Usage format to the default setting of RGBA.

注:在這個(gè)例子中,你可以保留RGBA的默認(rèn)設(shè)置(這里說的是使用格式)。

Repeat the process for each of the Outputs, so that their Usage parameters match a corresponding output connector on the Bitmap_To_Material instance.

重復(fù)這個(gè)對(duì)輸出節(jié)點(diǎn)(即output)的操作過程(把所有的輸出節(jié)點(diǎn)(即output)設(shè)置都改變一下),因此,他們使用的參數(shù)要匹配相應(yīng)的Bitmap_To_Material例子的輸出接口

You can also give each of the Output nodes a name (called an Identifier in Substance Designer) and Description. It’s good practice to do so as the Description text appears in a tooltip when you hover over the node. Changing the Identifier is useful as only this is shown in the 2D View tab when you double-click the node.

你也可以給每個(gè)輸出節(jié)點(diǎn)(即output)定義一個(gè)名稱(及Substance Designer的標(biāo)識(shí)符)和描述。這是一個(gè)好習(xí)慣,這樣做了以后,每當(dāng)你你把鼠標(biāo)放在輸出節(jié)點(diǎn)(即output)的時(shí)候,都會(huì)出現(xiàn)一個(gè)說明文檔的提示工具。更改標(biāo)識(shí)符是很有用的,當(dāng)你雙擊輸出節(jié)點(diǎn)(即output)他會(huì)顯示在2D視圖窗口。

Finally, link each connector on the instance to its corresponding Output node:

最后,實(shí)例上的接口和其相應(yīng)的輸出節(jié)點(diǎn)(及output)的連接圖:

We can now preview our new material in the 3D View. Right-click in an empty area of the graph and choose View outputs from the context menu:

現(xiàn)在我們可以在3D視窗中預(yù)覽我們的新Material了。郵件點(diǎn)擊Graph的空白區(qū),并從菜單中選擇查看輸出:

This command tells Substance Designer to calculate the Output nodes and send them to the 3D View for rendering.

這個(gè)命令是告訴Substance Designer,計(jì)算輸出節(jié)點(diǎn)(output),并將它們發(fā)送到3D視圖中進(jìn)行渲染。

Finally, we should save our new Substance. First, we should give the Substance, and its enclosing Package, a name:

Substance, and its enclosing Package, a name: 最后我們要保存我們的新Substance。首先我們應(yīng)該給這個(gè)Substance和他的enclosing Package(程序包)一個(gè)名稱:

Select the Untitled Package entry in the Packages panel, then either click again, or press F2, to rename it. Change the name as shown:

在Packages面板選擇Untitled Package,然后雙擊他或者按下F2,重命名它。更白名稱如下圖:

Press Enter to confirm the new name. Note that the name appears in italics and has an asterisk after it:

按Enter鍵確認(rèn)新的名稱。注意,改名后名稱應(yīng)出現(xiàn)斜體和星號(hào)后:

This is Substance Designer’s way of letting you know that you have made changes to its contents and have yet to save it. As with any complex editing tool, it is best to save your work often!

這是Substance Designer特有的方式,通過這種方式告訴你,你所更改的內(nèi)容那些是還沒有保存的。不管多么復(fù)雜的編輯器,最好你都要經(jīng)常去保存你的工程

We have now renamed the Package, which contains our new Substance.

我們已經(jīng)給這個(gè)存有我們新制作的Substance的Package重新命名了

The Substance itself—the default name is Untitled_Graph—now needs to be named. As this Substance will be the only one in the Package, we shall give it the same name as the Package itself.

Substanc的默認(rèn)名稱是Untitled_Graph,但是現(xiàn)在需要我們重新命名。因?yàn)槲覀冊(cè)谶@個(gè)Package只存有一個(gè)Substance,所以我們應(yīng)當(dāng)用Package的名字來命名這個(gè)Substance。

Repeat the renaming procedure to rename the Untitled_Graph Substance to BuddhaMaterial.

使用我們上邊提到的重命名方法,重命名重命名Untitled_Graph為BuddhaMaterial。

When you press enter to set the new name, a dialog box will appear warning that you are about to change the Substance’s name and, thus, the internal path to any resources it contains:

當(dāng)你重新設(shè)置了名稱的時(shí)候,會(huì)出現(xiàn)一個(gè)對(duì)話框告訴你,你改變了Substance的名稱,對(duì)話框還告訴你這個(gè)Substance所包含的資源的路徑

Renaming a Substance will affect other Substances that use instances of it. Substances can be instanced from other Packages and the Substance Engine will need to know where to find each one. If you rename a Substance, the link can be broken and you will then need to open each affected Substance in turn and reset it.

重命名一個(gè)Substance會(huì)影響到其他使用這個(gè)Substance的實(shí)例。Substance可以被其他的Package所引用,并且通過SubStance軟件可以知道是引用的那一個(gè)Substance。如果重命名了一種Substance,那么這種鏈接就被破壞了,然后你需要重新打開實(shí)例,重新建立各種鏈接。

Our Substance will not be referenced by any other Substances, so we can safely rename it.

我們的Substance將不會(huì)被其他的Substance所引用,所以我們可以放心的重命名它。

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