background top icon
background center wave icon
background filled rhombus icon
background two lines icon
background stroke rhombus icon

Download "VFX Cone Attack Textures - Substance Designer"

input logo icon
"videoThumbnail VFX Cone Attack Textures - Substance Designer
Table of contents
|

Table of contents

0:00
Intro
5:03
Parallel Noise
10:41
Pedaling Noise
15:56
Highlights
Audio from this video
|

Audio from this video

Video tags
|

Video tags

unrealengine
ue4
gamedev
gamedevelopment
vfx
gameart
realtimeVFX
VFXFriday
SubstanceDesigner
Procedural
Texturing
3dart
stylized
textures
materials
madewithsubstance
madewithunreal
Houdini
unity
madewithunity
realtimevfx
real time vfx unreal
realtime vfx
houdini
procedural
unreal engine 4 tutorial
vfxfriday
texturing
unreal engine
unreal engine 4
tutorial
game effects
vfx for games
real time vfx
realtime vfx tutorial
game effects vfx
vfx for games tutorial
game dev
Subtitles
|

Subtitles

subtitles menu arrow
  • ruRussian
Download
00:00:00
hey everyone in this video we're gonna
00:00:02
dive into substance and we're gonna
00:00:04
create textures for this kona attack
00:00:07
so we're not gonna create these spark
00:00:09
textures because i think we've done them
00:00:10
uh some time ago
00:00:12
and but we're gonna
00:00:14
try to recreate one to one
00:00:17
those noise textures that you can see
00:00:19
that are actually panning across this
00:00:21
mesh that we did in houdini in the
00:00:22
previous video
00:00:25
i think we're gonna come up with the
00:00:26
three different
00:00:28
textures
00:00:29
initially i wanted to split those into
00:00:31
different videos however
00:00:33
because those are easy
00:00:35
setups i think we're just gonna combine
00:00:38
those three textures into one video
00:00:42
all right so i hope you're gonna enjoy
00:00:43
this one and let's dive into substance
00:00:46
designer now
00:00:48
so i'm gonna start with the first noise
00:00:50
texture i'm gonna bring
00:00:52
shape node
00:00:54
i'm gonna scale it down just a little
00:00:56
bit to maybe 0.9
00:01:01
next i'm gonna use trapzoid
00:01:04
transform grayscale
00:01:07
take the top stretch to 1 and disable
00:01:10
the tiling mode
00:01:14
you might even increase the size
00:01:15
actually to
00:01:17
0.97 on your shape
00:01:21
i'm going to use transformation 2d next
00:01:24
i'm going to scale it down you scale it
00:01:26
down by clicking and holding alt and
00:01:29
shift
00:01:31
and with your mouse button just drag it
00:01:33
down
00:01:35
[Applause]
00:01:37
okay
00:01:40
okay so this is going to be a mask for
00:01:42
our tile style sampler
00:01:44
so i'm going to bring tile sampler
00:01:49
hold
00:01:50
alt and click with my mouse
00:01:53
to detach it i'm gonna plug this into
00:01:55
the mask map input
00:01:59
and here i'm gonna change the pattern to
00:02:01
disk change the amount to eight by eight
00:02:05
scroll down where the mask is here mask
00:02:09
map threshold
00:02:11
set it to on and invert it
00:02:14
scroll up there's position as well
00:02:17
i'm gonna randomize it by taking it to
00:02:20
maybe somewhere around point seven
00:02:24
a little bit higher scale so i'm just
00:02:26
going to put the x scale to 0.6
00:02:31
randomize x and y
00:02:33
bring the scale up and tweak the scale
00:02:36
random as well
00:02:38
[Music]
00:02:40
i'm gonna use blend next
00:02:44
and then i'm just gonna use subtract
00:02:47
as you can see we're kind of getting
00:02:48
this uh those
00:02:51
shapes and we're getting those uh
00:02:53
circles to cut into our triangle
00:02:56
now i'm just gonna scale down where the
00:02:59
position is
00:03:00
so i can actually get something a bit
00:03:02
more suitable there that i want
00:03:05
i think at this stage it's not it's not
00:03:07
that much important what kind of shape
00:03:10
what i'm looking is just
00:03:11
something pointy
00:03:13
and
00:03:14
something like this
00:03:17
next i'm just gonna use this for another
00:03:19
tile sampler
00:03:22
i'm gonna plug this into the
00:03:25
pattern input one so i'm gonna use this
00:03:27
pattern input here
00:03:30
for the amount i'm just gonna go for
00:03:32
something low maybe six by six
00:03:36
skip down where the position is
00:03:38
randomize it
00:03:40
scale it up
00:03:42
i'm gonna use the scale random as well
00:03:47
and scale random on each of the axes
00:03:52
and we're getting
00:03:55
a map like this what i'm gonna do next
00:03:56
i'm just gonna use a directional blur
00:04:00
in here i'm just going to change the
00:04:02
degrees to 90
00:04:05
oops not 990
00:04:10
and scale it
00:04:12
just a bit like this with the intensity
00:04:16
and maybe let's
00:04:17
go with 20.
00:04:19
next i'm going to use a directional warp
00:04:23
and for the intensity intensity input
00:04:26
i'm just going gonna use gradient
00:04:28
i'm gonna go for gradient one
00:04:38
okay for the degrees i'm gonna try 90.
00:04:42
and for intensity let's try something
00:04:46
higher
00:04:50
[Music]
00:04:52
maybe 50.
00:04:55
[Music]
00:04:58
okay i'm just going to blur this just a
00:05:00
little bit
00:05:02
with 8.5
00:05:05
i want to see if it's actually tile so
00:05:07
i'm going to use transformation
00:05:09
node
00:05:11
divide by two and as you can see it's
00:05:13
not tileable
00:05:16
and i think it's because i actually
00:05:17
added gradient to the warp so let's add
00:05:20
parallel noise instead
00:05:24
oops
00:05:26
with the low scale
00:05:34
and we're getting a little bit of
00:05:36
distortion in our on our shapes
00:05:39
i'm gonna blur it a little bit
00:05:41
now it's stylable so i'm just gonna use
00:05:43
slope
00:05:44
blur grayscale and and for the slope i'm
00:05:47
actually gonna use gradient here
00:05:52
linear one
00:05:55
i'm gonna max the samples
00:05:59
for the intensity maybe 50 but i'm going
00:06:01
to change the mode to min
00:06:08
as you see we're kind of getting some of
00:06:09
the artifacts here
00:06:11
and those are because of the slope so we
00:06:14
need to blur it a little bit
00:06:17
to get rid of those so i'm gonna ramp it
00:06:19
up to one
00:06:21
use this transformation to see if it's
00:06:23
styleable and if we're getting any
00:06:24
artifacts
00:06:26
and seems like we're getting just a
00:06:28
little bit so maybe increase the blur to
00:06:31
two they should be gone you might get a
00:06:34
little bit but i don't think
00:06:35
this would be an issue later on in the
00:06:37
engine
00:06:39
right so we get this now maybe
00:06:42
we want to get
00:06:44
a lot more
00:06:45
intensity on some of the shapes so what
00:06:47
i'm gonna do i'm just gonna bring a
00:06:49
histogram scan
00:06:52
around the position somewhere around
00:06:53
here with a high contrast because i only
00:06:56
want the highlights like those for
00:06:57
example
00:06:59
and i'm gonna blend those
00:07:01
together
00:07:03
and this one actually goes to the top
00:07:05
because i want to control the opacity of
00:07:07
it that one goes to the background
00:07:09
i'm gonna set it to add
00:07:11
with the ability to control the
00:07:13
intensity
00:07:14
okay i think those shapes are a little
00:07:17
bit too hard edge so i'm going to do i'm
00:07:19
going to bring blur
00:07:24
and add those with with blur i'm going
00:07:26
to set blur to 5 for now
00:07:31
so now maybe let's try to run this
00:07:33
through and gradient map
00:07:37
i'm gonna add a blue color
00:07:39
i'm gonna change the
00:07:42
this to smooth as well ramp it up
00:07:44
smoothness to one
00:07:46
and here i'm just gonna put
00:07:48
a blue color
00:07:52
and in between
00:07:54
will be very light
00:07:56
blue color
00:08:07
and now we can go back maybe to our tile
00:08:09
sampler and try to get a little bit more
00:08:11
interesting because i think this gap
00:08:13
here is a bit too
00:08:16
too big
00:08:17
so i'm going to go to position random
00:08:20
and just tweak it
00:08:22
between that value
00:08:25
[Music]
00:08:28
okay maybe something like this if you wanna
00:08:30
slightly larger shapes you can
00:08:32
experiment with
00:08:35
and with those shapes that we generated
00:08:38
i'm just gonna stick to something like
00:08:40
this because i want this noise one to be
00:08:42
fairly soft
00:08:44
for the directional blur i think i'm
00:08:46
just going to increase it
00:08:48
to fill the space a bit more
00:08:52
for the warp
00:08:57
it depends what you want really
00:08:59
i mean
00:09:00
this one looks really nice
00:09:01
[Music]
00:09:03
so that's no warp and
00:09:06
that this one might work as well so i
00:09:09
think i'm just going to export something
00:09:10
like this and
00:09:12
something like this as well
00:09:15
because if you look at this map
00:09:17
if you add additional distortion in the
00:09:19
engine it might look a bit more like a
00:09:21
smoky texture
00:09:23
in the engine
00:09:25
okay so that's our first texture
00:09:28
i'm just gonna run this through gradient
00:09:31
black and white
00:09:32
and i'm gonna plug this to alpha
00:09:37
and merge
00:09:40
okay so the color map you can put into
00:09:42
rgb and
00:09:45
this one you can plug into yeah and to
00:09:47
the alpha you can export it like this or
00:09:49
if you want to just say black and white
00:09:51
you can plug this here no alpha
00:09:54
and you can save that texture using this
00:09:56
button here
00:10:00
i think i really like our previous
00:10:02
texture as well so i'll export this one
00:10:05
and
00:10:06
that one with a zero zip sorry zero
00:10:09
intensity on a directional warp
00:10:13
right okay so we've got this now maybe
00:10:15
let's create something a bit more
00:10:16
different let's create a wave
00:10:18
so i'm going to bring uh parallel noise
00:10:24
let me go back to the engine
00:10:27
so as you can see this at the end the
00:10:30
smoky bits
00:10:31
smoke texture that our texture that
00:10:33
we've created right now and now we're
00:10:35
just going to focus on this wave that is
00:10:37
traveling across the cone
00:10:42
so i'm going to start with pedaling
00:10:43
noise
00:10:44
i'm going to scale it down
00:10:46
and use the cross section
00:10:51
okay the cross section i kind of want
00:10:52
like a very
00:10:54
fairly smooth line
00:10:55
so i think i'm just gonna reduce the
00:10:57
scale even more for on the pedaling
00:10:59
noise
00:11:02
so i want this to be a little bit wavy
00:11:04
but not too much
00:11:09
right
00:11:10
i'm gonna go with this
00:11:12
i'm gonna change this to gradient
00:11:15
i'm gonna run it through histogram scan
00:11:19
and i just want this highlight at the
00:11:21
top
00:11:22
like this
00:11:24
and i'm gonna blur it
00:11:26
within low intensity maybe two
00:11:30
and i'm gonna bring those two together
00:11:32
using blend however that one goes to the
00:11:34
top because i want to control the
00:11:35
opacity
00:11:37
change it to add
00:11:39
so now i've got
00:11:41
this
00:11:42
texture i want to find a way maybe to
00:11:44
blend it a little bit
00:11:46
better okay so i'm gonna
00:11:48
run it through
00:11:49
blur
00:11:51
and just to see
00:11:53
with the intensity just for this to
00:11:55
blend a little bit nicer so i think that
00:11:58
will do
00:12:01
next i want to move this a little bit to
00:12:04
the top
00:12:06
not to waste the
00:12:08
texture space now if i can just move it
00:12:11
left to right you can see it's styling
00:12:13
very nicely
00:12:18
i'm gonna actually take this one and run
00:12:20
it through directional warp
00:12:24
and i'll bring parallel noise
00:12:28
with the low scale
00:12:32
maybe
00:12:33
five
00:12:35
let's try my b6
00:12:38
and i'll ramp up the intensity and
00:12:41
degrees as well so maybe 90
00:12:44
intensity let's try
00:12:47
50 [Music]
00:12:49
80.
00:12:52
maybe 100
00:12:55
or maybe less
00:12:59
would 100 i just don't like this circle
00:13:01
here so i'm just gonna
00:13:03
you can either go to parallel noise and
00:13:05
play with the disorder
00:13:10
and i think that's actually what i'm
00:13:12
gonna do
00:13:14
and maybe
00:13:16
reduce the intensity just a little bit
00:13:19
to get something a bit more wispy
00:13:23
okay just don't like this bit here
00:13:27
something like that now i'm gonna blend
00:13:30
those two together
00:13:34
let's use maybe max
00:13:37
min
00:13:38
nope
00:13:39
i think max might work but we need to
00:13:42
control the opacity so i'm just going to
00:13:43
switch those
00:13:46
around i'm gonna bring the transform
00:13:49
node just before i'm gonna plug this
00:13:51
into the blend
00:13:53
so i can actually double click on my
00:13:54
blend click once on transformation 2d
00:13:57
and using shift holding shift and my
00:14:00
mouse button i'm just gonna
00:14:02
drag it down a little bit to fill the
00:14:04
space a bit better
00:14:06
[Music]
00:14:07
and now i'm just gonna reduce the
00:14:09
opacity on that one to blend those two
00:14:11
together
00:14:13
i'm gonna run it through another uh blur
00:14:17
grayscale
00:14:21
to create a bit more smoother transition
00:14:23
between those two
00:14:25
and as a last bit what you might want to
00:14:27
do just wanna
00:14:29
run it through warp
00:14:30
with paddling noise
00:14:35
to get a little bit more distortion
00:14:38
i'm gonna scale it down a bit
00:14:41
and in here we don't need the full
00:14:43
weight of the warp so maybe 0.5
00:14:47
might work for us
00:14:49
now is the tricky part because it
00:14:51
depends what you want you might export a
00:14:53
couple of those waves so the first one
00:14:55
might be this
00:14:56
one another one might be with a little
00:15:01
more blurry shape
00:15:03
like this
00:15:06
and another one will be a bit more
00:15:08
contrasty
00:15:12
however i prefer only those two because
00:15:15
you can control the contrast inside of
00:15:17
the engine
00:15:18
and i'm gonna do the same thing so
00:15:21
actually i'm gonna bring
00:15:23
merge so rgb merge and what you can do
00:15:26
you can basically
00:15:28
um
00:15:29
put this one to red channel this one to
00:15:31
green and this one to blue
00:15:34
and export it like this and in the game
00:15:36
engine you can use one of those channels
00:15:38
to see which one works best
00:15:42
okay in the last noise map i want to do
00:15:44
i'm actually going to use cells one
00:15:47
and this would be something similar to
00:15:49
our first map but with a different
00:15:52
approach a little bit hopefully it's
00:15:54
gonna give us a little bit different
00:15:55
results
00:15:57
so cells i'm gonna invert it
00:16:00
and i'm gonna scale it down a little bit
00:16:02
as well
00:16:06
right so now i just want to extract some
00:16:09
of the highlights because i want to
00:16:11
apply them later on so i'm just going to
00:16:13
use
00:16:14
histogram scan for this
00:16:16
change the position and the contrast as
00:16:18
well as you can see we're kind of
00:16:19
getting those
00:16:20
highlights there i'm just going to
00:16:22
select the cells and change this order
00:16:25
just a little bit to get the different
00:16:26
shapes in different locations
00:16:31
and i'm going to increase the contrast
00:16:32
here to get those shapes
00:16:38
i don't want them to join together so at
00:16:40
the point when they start joining i'm
00:16:42
just gonna stop
00:16:46
i'm gonna use blend
00:16:48
and blend those together now
00:16:51
i'm not gonna blur them uh
00:16:53
prior to this because actually when i
00:16:55
use this
00:16:56
with directional blur next so that's
00:16:59
gonna take care of the
00:17:02
and the sharpness of it so i'm gonna set
00:17:04
the degrees to be 90
00:17:07
and maybe let's try
00:17:09
50
00:17:12
maybe 30.
00:17:18
think i'm going to increase the
00:17:19
scale
00:17:20
on the cells maybe to something like
00:17:24
nine
00:17:25
change this order as well
00:17:28
they want they're fairly
00:17:31
soft
00:17:32
texture
00:17:35
[Music]
00:17:38
[Applause]
00:17:40
okay so i'm gonna run with something
00:17:42
like this and that will be our first
00:17:44
texture next i'm gonna bring
00:17:48
a blend
00:17:50
and
00:17:51
this map
00:17:52
rotate it
00:17:54
kind of low amount on y
00:17:58
i'm gonna blur this one as well
00:18:03
maybe with
00:18:04
three
00:18:08
put it together and set it to multiply
00:18:12
so we get this one which is quite
00:18:13
intense and you got a lot more
00:18:16
gray scale there
00:18:18
this one maybe a bit more sharper lines
00:18:21
i'm not sure which one's gonna work yet
00:18:23
but
00:18:24
i usually export couple of the textures
00:18:26
see which one works and use a one of
00:18:28
those
00:18:31
you might want to run this one through
00:18:32
auto levels just to level out the uh
00:18:36
[Music]
00:18:37
the grayscale same with this one just
00:18:39
before you export it run it through auto
00:18:41
levels as well
00:18:48
and maybe let's try to do the last
00:18:50
texture
00:18:52
rotate it
00:18:55
and get rid of the smoothness as well
00:18:57
and let's start introducing a bit more
00:19:01
amount on the x as well
00:19:03
all right i'm gonna blur this
00:19:06
with the value of
00:19:08
let's say 4
00:19:12
i'm gonna use directional warp next
00:19:18
with some pedalling noise
00:19:21
however
00:19:22
fairly low scale
00:19:26
and i actually want to add 90 degree
00:19:29
and quite high intensity let's try maybe
00:19:32
a hundred
00:19:34
i mean could you might be a bit too much
00:19:35
so let's maybe go with 50.
00:19:40
okay we're gonna do the same thing so
00:19:41
we're gonna take our original texture
00:19:45
blend it with this
00:19:47
and we're gonna set it to multiply
00:19:50
what i like about this texture we're
00:19:52
kind of getting those lines every now
00:19:53
and then so if we run this through alto
00:19:56
levels
00:19:58
[Music]
00:19:59
you can see it's a fairly irregular
00:20:02
texture with some lines there as well
00:20:07
if you want more lines just increase the
00:20:09
parallel noise about stick to something
00:20:11
fairly low maybe
00:20:14
10 on the scale on the appellate noise
00:20:17
and you can do the same thing
00:20:19
so you can bring a merge
00:20:23
rgb merge into the same thing so export
00:20:26
three textures
00:20:29
one into different channels and then use
00:20:31
one of those channels to see which one
00:20:33
works best
00:20:36
another thing if you want a bit more
00:20:37
highlights what you can do you can get
00:20:39
this
00:20:40
run it through histogram scan
00:20:45
high contrast
00:20:49
and blend it together
00:20:52
with that texture set it to add
00:20:55
you might want to blend it uh i'm sorry
00:20:57
blur it a little bit before you plug
00:20:58
this in
00:21:01
and you get a little bit more highlights
00:21:03
there and then you can control it
00:21:04
without either with opacity
00:21:07
with a blur as well if you want this to
00:21:09
be a bit more sharper
00:21:11
and with histogram scan itself if you
00:21:13
want less of those
00:21:16
so i think this one might be really cool
00:21:18
for the distortion and for the smoky
00:21:21
part of the
00:21:24
of your effect
00:21:26
okay so we've got a lot
00:21:29
a lot of textures we've got probably
00:21:32
one
00:21:33
out of this one three
00:21:35
for the wave and for the additional
00:21:37
distortion or smoky
00:21:40
effect three of those
00:21:44
to be honest once you decide which one
00:21:45
you like the most what you could do you
00:21:47
can actually combine those one two three
00:21:49
into one so for example you like this
00:21:51
one so that one goes to the red channel
00:21:54
you like one of those
00:21:56
and that one goes to the blue channel
00:21:57
and one of those goes to the
00:21:59
green channel and then you have one
00:22:01
texture with uh three different maps for
00:22:04
your effect
00:22:06
all right so i hope you enjoyed this one
00:22:08
and
00:22:09
hope you're gonna create some of the
00:22:11
effects using these techniques
00:22:14
so there was not much to do in this part
00:22:16
and there's nothing specific but i hope
00:22:20
you'll learn a little bit about the
00:22:21
noise texture and how to generate
00:22:23
something different than the voronoi or
00:22:26
perlin texture
00:22:27
because i think uh later on once you
00:22:29
start creating your own effects
00:22:32
and the noise maps and you know those
00:22:34
tileable
00:22:35
maps are quite important and it's some
00:22:37
it's always better to run with something
00:22:38
else than a default map
00:22:41
alright thank you so much

Description:

TUTORIALS AND BREAKDOWNS - https://www.1mafx.com/ Monthly FREE NEWSLETTER - https://1mafx.gumroad.com/l/Newsletter?layout=profile Patreon - https://www.patreon.com/1MAFX https://twitter.com/pmargacz - Here I post most of my VFX https://www.artstation.com/mgepm - Artstation https://1mafx.gumroad.com/ - Free Noise Texture Pack I use in most of my VFX TUTORIALS AND BREAKDOWNS - https://www.1mafx.com/ Patreon - https://www.patreon.com/1MAFX https://twitter.com/pmargacz - Here I post most of my VFX https://www.artstation.com/mgepm - Artstation https://1mafx.gumroad.com/ - Free Noise Texture Pack I use in most of my VFX

Preparing download options

* — If the video is playing in a new tab, go to it, then right-click on the video and select "Save video as..."
** — Link intended for online playback in specialized players

Questions about downloading video

mobile menu iconHow can I download "VFX Cone Attack Textures - Substance Designer" video?mobile menu icon

  • http://unidownloader.com/ website is the best way to download a video or a separate audio track if you want to do without installing programs and extensions.

  • The UDL Helper extension is a convenient button that is seamlessly integrated into YouTube, Instagram and OK.ru sites for fast content download.

  • UDL Client program (for Windows) is the most powerful solution that supports more than 900 websites, social networks and video hosting sites, as well as any video quality that is available in the source.

  • UDL Lite is a really convenient way to access a website from your mobile device. With its help, you can easily download videos directly to your smartphone.

mobile menu iconWhich format of "VFX Cone Attack Textures - Substance Designer" video should I choose?mobile menu icon

  • The best quality formats are FullHD (1080p), 2K (1440p), 4K (2160p) and 8K (4320p). The higher the resolution of your screen, the higher the video quality should be. However, there are other factors to consider: download speed, amount of free space, and device performance during playback.

mobile menu iconWhy does my computer freeze when loading a "VFX Cone Attack Textures - Substance Designer" video?mobile menu icon

  • The browser/computer should not freeze completely! If this happens, please report it with a link to the video. Sometimes videos cannot be downloaded directly in a suitable format, so we have added the ability to convert the file to the desired format. In some cases, this process may actively use computer resources.

mobile menu iconHow can I download "VFX Cone Attack Textures - Substance Designer" video to my phone?mobile menu icon

  • You can download a video to your smartphone using the website or the PWA application UDL Lite. It is also possible to send a download link via QR code using the UDL Helper extension.

mobile menu iconHow can I download an audio track (music) to MP3 "VFX Cone Attack Textures - Substance Designer"?mobile menu icon

  • The most convenient way is to use the UDL Client program, which supports converting video to MP3 format. In some cases, MP3 can also be downloaded through the UDL Helper extension.

mobile menu iconHow can I save a frame from a video "VFX Cone Attack Textures - Substance Designer"?mobile menu icon

  • This feature is available in the UDL Helper extension. Make sure that "Show the video snapshot button" is checked in the settings. A camera icon should appear in the lower right corner of the player to the left of the "Settings" icon. When you click on it, the current frame from the video will be saved to your computer in JPEG format.

mobile menu iconWhat's the price of all this stuff?mobile menu icon

  • It costs nothing. Our services are absolutely free for all users. There are no PRO subscriptions, no restrictions on the number or maximum length of downloaded videos.