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Realistic Asset Creation with Adobe Substance 3D

You're reading from   Realistic Asset Creation with Adobe Substance 3D Create materials, textures, filters, and 3D models using Substance 3D Painter, Designer, and Stager

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781803233406
Length 486 pages
Edition 1st Edition
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Author (1):
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Zeeshan Jawed Shah Zeeshan Jawed Shah
Author Profile Icon Zeeshan Jawed Shah
Zeeshan Jawed Shah
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Getting Started with Adobe Substance 3D Painter 2. Chapter 2: Working with Assets in Adobe Substance 3D Painter FREE CHAPTER 3. Chapter 3: Working with Layers and Maps in Adobe Substance 3D Painter 4. Chapter 4: Working with Masks in Adobe Substance 3D Painter 5. Chapter 5: Working with Advanced Tools in Adobe Substance 3D Painter 6. Chapter 6: Working with Materials and Smart Materials in Adobe Substance 3D Painter 7. Chapter 7: Getting Started with Adobe Substance 3D Designer 8. Chapter 8: Nodes in Adobe Substance 3D Designer 9. Chapter 9: Blending Modes in Adobe Substance 3D Designer 10. Chapter 10: Creating a Television Shelf in Adobe Substance 3D Designer 11. Chapter 11: Adobe 3D Sampler at a Glance 12. Chapter 12: Getting Started with Adobe Substance 3D Stager 13. Chapter 13: Models, Materials, and Lights in Adobe Substance 3D Stager 14. Chapter 14: Cameras and Rendering inside Adobe Substance 3D Stager 15. Index 16. Other Books You May Enjoy

The Shape Splatter node

This is an extremely complicated node that should be utilized with Shape Splatter Data Extract, Shape Splatter to Mask, and Shape Splatter Blend. Nevertheless, it is optional to use these conjunction nodes.

It is similar to Tile Sampler or Tile Generator in that it is used to produce shapes, but it uses a dynamic, non-destructive method that gives the user control over each stage through a multi-level system.

Shape Splatter is a more sophisticated variant of Flood Fill, which creates the map and associated data in a single phase, as opposed to Flood Fill, which requires a basic input map from an external source.

However, don’t worry, I will make it easier for you to comprehend this node. We need to start by opening a new Metallic Roughness substance graph.

  1. Create a new Metallic Roughness substance graph and name it Shape Splatter Test.
  2. Go to 3D VIEW and choose Plane (hi-res) from the Scene menu. Then, click on the Material menu, select...
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