0:00:00.596,0:00:00.756 >> Hey, guys. 0:00:00.756,0:00:06.006 Henning and Morten from FlippedNormals here. 0:00:06.266,0:00:10.556 In this very exciting video, we are going to[br]take you through everything you need to know 0:00:10.556,0:00:13.126 in order to get started with Substance Painter. 0:00:13.666,0:00:16.076 It's going to be maybe an hour or so. 0:00:16.076,0:00:17.036 >> Something like that, yeah. 0:00:17.036,0:00:22.586 >> And it's going to be -- it's going to[br]allow you to be a pure beginner to something 0:00:22.586,0:00:26.716 where you actually know how to navigate the[br]software, what the general principles are. 0:00:27.756,0:00:31.526 So, before we get too deep into this,[br]we just quickly want to talk to you 0:00:31.526,0:00:34.246 about our full introduction[br]to Substance Painter Series. 0:00:34.626,0:00:37.566 This video you're watching now is not[br]a free excerpt or anything on this. 0:00:37.566,0:00:38.976 This is a whole standalone video. 0:00:39.166,0:00:43.356 But if you're interested in learning more[br]about Painter, we have a full course which is 0:00:43.356,0:00:47.356 over four hours long which covers[br]essentially everything you need to know, 0:00:47.456,0:00:51.136 where we also go through a more[br]project-based approach where we do -- 0:00:51.136,0:00:53.746 we texture this fan here from scratch. 0:00:53.746,0:00:56.696 >> Yeah. So, if you're interested in[br]something that's more project-based 0:00:56.696,0:00:58.566 where you have a one-to-one[br]thing you can follow, 0:00:58.566,0:01:02.446 that's going to be probably your[br]next step after watching this video. 0:01:02.446,0:01:03.046 >> Exactly. 0:01:03.436,0:01:07.786 So, before you also get started with anything[br]in Painter, follow the link in the description 0:01:07.866,0:01:14.016 or Google Substance PBR Guide and read[br]these two volumes, Volume 1 and Volume 2. 0:01:14.116,0:01:18.306 These are by far the best guides[br]ever written on understanding PBR. 0:01:18.376,0:01:22.296 And if you don't know what we're talking about[br]in terms of PBR, you definitely have to read it. 0:01:22.296,0:01:25.886 >> Yeah. It's essential for any sort[br]of modern-day texturing nowadays, 0:01:25.886,0:01:28.096 especially when you're doing it in Painter. 0:01:28.386,0:01:29.106 >> Yeah, it really is. 0:01:30.326,0:01:34.266 So, let's open up Painter[br]and let's see what we have. 0:01:34.626,0:01:37.336 This is what it looks like[br]whenever you first open up Painter. 0:01:37.336,0:01:39.886 We're using 2018.3.3. 0:01:40.476,0:01:43.766 And the thing in Painter is you[br]need something to work with. 0:01:43.766,0:01:47.326 Like it's not like ZBrush and Maya[br]where you can start painting on nothing. 0:01:47.496,0:01:47.706 >> No. 0:01:47.706,0:01:48.946 >> We need assets and projects. 0:01:49.316,0:01:54.136 So, what we're going to be doing is we're going[br]to go to File, Open Samples and we're going 0:01:54.136,0:01:56.696 to go this little nice guy called Meet MAT. 0:01:57.086,0:02:02.406 This is a really good project to[br]work with because it's quite simple 0:02:02.406,0:02:05.786 but has everything you need in[br]order to get started with stuff. 0:02:06.266,0:02:10.536 >> Yeah. The nice thing about this is[br]that all maps are there for you to use 0:02:10.536,0:02:14.606 and like it's just easy to paint on because[br]it's got nice UVs and everything's laid out. 0:02:15.196,0:02:18.936 >> So, we use this in a full series as well[br]just because it's an awesome way to get started. 0:02:18.936,0:02:19.126 >> Yeah. 0:02:19.386,0:02:23.106 >> So, you have all the tools[br]you need over here, 0:02:23.106,0:02:26.156 such as the painting tools,[br]erasing tools and all that. 0:02:26.156,0:02:27.466 We'll get to this a bit later on. 0:02:27.736,0:02:33.126 Up here, we have the menu such as[br]saving, loading, quitting the software. 0:02:34.116,0:02:35.736 >> Should you want to rage quit at some point. 0:02:35.736,0:02:36.506 >> Should you want to do that. 0:02:37.136,0:02:41.886 Navigation is Alt-left mouse button to rotate. 0:02:42.706,0:02:46.556 To zoom, you hit Alt-right[br]mouse button and drag. 0:02:47.176,0:02:50.066 And then to pan, hit Alt-middle mouse button. 0:02:50.356,0:02:51.726 Now, you can pan around. 0:02:52.556,0:02:58.066 You can also see we have a split viewport here[br]where you can see the UVs and the 3D model. 0:02:58.186,0:03:00.186 I don't really like to work like this. 0:03:00.186,0:03:02.716 I generally prefer to see the full 3D viewport. 0:03:03.126,0:03:09.096 So, you can hit the F1 key to have the split[br]viewport which is what you're currently seeing, 0:03:09.306,0:03:13.726 F2 for the full 3D view and F3 for[br]the 2D view or the UV view like this. 0:03:13.886,0:03:17.136 >> Yeah. Most of the time, I mean,[br]seeing as it's a 3D painting software, 0:03:17.136,0:03:19.096 you'll probably be using the 3D viewport. 0:03:19.306,0:03:23.796 There are instances where the UV viewport is[br]useful, like stamping on logos or something 0:03:23.896,0:03:26.466 when we want to be more precise[br]with lining stuff up. 0:03:26.756,0:03:28.426 But most of the time, it's[br]going to be this viewport. 0:03:28.696,0:03:31.766 >> Yeah. So, you can also drag stuff around. 0:03:31.996,0:03:35.476 So, this is really cool and you are[br]definitely going to be doing this by accident. 0:03:36.016,0:03:37.986 So, if you, you know, want[br]to customize your interface, 0:03:37.986,0:03:39.876 you can do this to your heart's content. 0:03:40.066,0:03:43.906 It's really cool stuff and you can[br]really make an interface which suits you. 0:03:44.646,0:03:46.966 You know, everything is really modular here. 0:03:46.966,0:03:49.676 The way you fix this though is now,[br]we have screwed this on the out 0:03:49.676,0:03:52.496 and repair is we go to Window and we'd reset UI. 0:03:52.496,0:03:55.266 Now, everything is back to where you went off. 0:03:55.476,0:03:57.136 And it's important to say in the beginning 0:03:57.136,0:03:59.596 because you will definitely[br]screw some of this up. 0:03:59.856,0:04:04.226 >> Yeah. The nice thing about Painter here is[br]that the UI is relatively simple and the amount 0:04:04.226,0:04:08.216 of UI options that you have are also[br]kind of limited but in a good way. 0:04:08.476,0:04:12.876 So, after this introduction, you should have[br]a fairly good grasp on everything, actually. 0:04:12.876,0:04:13.506 >> Yeah, exactly. 0:04:13.956,0:04:19.336 Then we can also rotate the lighting around if[br]you hold down shift and then right mouse button. 0:04:19.696,0:04:22.756 So, this is the only way to[br]actually change the lighting. 0:04:22.756,0:04:25.366 You don't actually have 3D[br]lights and there is no way 0:04:25.366,0:04:27.936 to lock this to a camera, at least not yet. 0:04:28.316,0:04:32.476 So, if you're going behind here and[br]you're seeing that it's really dark, 0:04:32.726,0:04:36.446 you need to hit Shift-right mouse[br]button and just rotate the lighting. 0:04:36.706,0:04:39.806 This might seem a bit annoying in the beginning[br]but honestly, it just becomes second nature. 0:04:39.966,0:04:40.186 >> Yeah. 0:04:40.296,0:04:42.066 >> It's not going to be a problem at all. 0:04:42.256,0:04:45.776 Then one thing you can see[br]though is we have this glare. 0:04:46.586,0:04:50.916 And this is super cool but[br]it's absolutely useless to us. 0:04:51.016,0:04:53.896 This might be cool if you're[br]presenting your model but for any kind 0:04:53.896,0:04:57.116 of texture painting, this is beyond useless. 0:04:57.326,0:04:59.596 >> Yeah. It actually just messes[br]up your colors most of the time. 0:04:59.596,0:05:00.176 >> Exactly. 0:05:00.586,0:05:05.896 So, the way we change this is we go[br]to our menus here up on the right 0:05:05.896,0:05:07.876 and the top one is called Display Settings. 0:05:08.056,0:05:13.956 We have a bunch of cool settings here, but the[br]one we want to disable for now is Post Effects. 0:05:14.216,0:05:18.406 Disable this and we see that glare[br]and now there is no more glare. 0:05:18.756,0:05:23.086 This is also where we can change the[br]focal length as well of our camera. 0:05:23.526,0:05:26.426 Default 17 is fine for this[br]guy but if you have something 0:05:26.426,0:05:28.686 like a human face, it's going[br]to look really weird. 0:05:29.046,0:05:31.856 >> Yeah. You probably want[br]something closer to 35, maybe. 0:05:31.896,0:05:32.606 >> Yeah, exactly. 0:05:32.606,0:05:35.766 We can also change the environment[br]map you're seeing as well 0:05:35.766,0:05:38.406 because everything here is lit with an HDRI. 0:05:38.406,0:05:41.576 Like I said, we don't actually[br]have lights at all. 0:05:41.826,0:05:43.346 We only have HDRIs. 0:05:43.806,0:05:48.186 So, the way we change our lighting is we[br]go in here and we change the lighting. 0:05:48.896,0:05:53.426 You can see here that a lot of[br]the default HDRIs are quite bad 0:05:53.676,0:05:55.016 because they contain so much color. 0:05:55.596,0:05:57.486 Like now, there's a green tint to it. 0:05:57.486,0:05:59.746 The other one has like a nice warm tint. 0:05:59.986,0:06:02.936 You really want to be careful[br]with which HDRI you're using. 0:06:03.136,0:06:05.896 I prefer one of these guys,[br]like Studio 2 is quite nice. 0:06:06.236,0:06:09.666 It's quite neutral and it doesn't[br]have any color information. 0:06:10.046,0:06:13.286 >> I mean, if you are interested,[br]FlippedNormals also has a studio pack 0:06:13.286,0:06:15.166 that you can actually use for this. 0:06:15.716,0:06:19.536 But I think the default that come[br]with Substance are pretty good. 0:06:19.816,0:06:20.566 >> Yeah, they're decent. 0:06:20.646,0:06:20.876 >> Yeah. 0:06:21.286,0:06:25.246 >> This is also where you can do the[br]rotation, but you don't want to do it here. 0:06:25.246,0:06:28.606 This is purely the Alt -- oh,[br]sorry, Shift-right mouse button. 0:06:28.856,0:06:32.626 Also, keep in mind, when it comes to[br]rotation, you can't rotate up and down. 0:06:32.806,0:06:36.346 So, if you have an HDRI and[br]something is super dark on the bottom 0:06:36.636,0:06:39.036 or the top, that's just tough luck. 0:06:39.036,0:06:39.186 >> Yeah. 0:06:39.186,0:06:40.676 >> You can't really do anything about that. 0:06:40.676,0:06:41.526 >> Change your HDRI. 0:06:41.816,0:06:42.636 >> Yeah, exactly. 0:06:42.716,0:06:43.266 >> That's about it. 0:06:44.256,0:06:45.796 >> We can also change the exposure. 0:06:46.126,0:06:49.926 And you never ever, ever want to do this[br]when you're painting because now suddenly, 0:06:50.136,0:06:52.636 if you make it too bright or too dark, 0:06:52.736,0:06:55.296 you're going to over-light[br]or under-light your textures. 0:06:55.296,0:06:56.926 So, make sure this is set to zero. 0:06:57.316,0:07:00.106 You can also enable the shadows[br]which are quite cool 0:07:00.106,0:07:03.406 because now you can see a more[br]approximate result of what you're doing. 0:07:03.566,0:07:07.466 You can change the computation mode as[br]well here, but lightweight is quite good. 0:07:07.876,0:07:09.866 I honestly prefer to work without shadows on. 0:07:10.116,0:07:13.716 >> Yeah. Because again, like when[br]you're painting textures, we want, 0:07:13.716,0:07:16.616 like we want our albedo to[br]be as pure as possible. 0:07:16.616,0:07:17.116 >> Yeah, exactly. 0:07:17.116,0:07:21.706 >> And shadows can be good for previews, but[br]you might forget to turn it off at some point 0:07:21.706,0:07:24.046 and then start to correct after the shadows. 0:07:24.046,0:07:24.656 >> Yeah, exactly. 0:07:25.116,0:07:30.226 Then after we've disabled old stuff here and[br]particularly the pose effects and we know how 0:07:30.226,0:07:35.156 to change lighting now, we are quickly[br]going to look at -- these are texture sets. 0:07:35.406,0:07:38.836 Texture sets are essentially shaders. 0:07:39.126,0:07:40.306 The way I like to think about this is 0:07:40.386,0:07:44.636 that every single texture set here[br]has one shader assigned to it. 0:07:44.636,0:07:46.526 So, whenever you're exporting[br]this back into Maya, 0:07:46.856,0:07:50.206 the head texture set will be the head shader. 0:07:50.536,0:07:54.496 It could also be not grouped based[br]on body part but based on material. 0:07:54.496,0:08:00.246 I would call like maybe brass and this would[br]be called skin and this would be called iron. 0:08:00.546,0:08:01.466 That helps me a lot. 0:08:01.676,0:08:03.526 >> Yeah. And that's really how you separate it. 0:08:03.526,0:08:07.016 So, you would always prep it in[br]another 3D software beforehand. 0:08:07.016,0:08:07.326 >> Yeah, exactly. 0:08:07.326,0:08:11.656 >> Just simply, you know, select the object[br]or parts of the objects that you want 0:08:12.216,0:08:14.566 in your texture set and apply[br]a different shader to it. 0:08:14.776,0:08:15.256 >> Exactly. 0:08:15.656,0:08:18.556 So, you can see these also[br]have different UVs as well. 0:08:18.796,0:08:23.526 So, there is no overlap between them[br]because there's completely separate shaders. 0:08:23.736,0:08:28.726 Whenever you're dealing with texture sets,[br]you kind of got to discard the mentality 0:08:28.726,0:08:32.966 of like an outliner or hierarchy of your objects 0:08:33.066,0:08:36.266 because the hierarchy is completely[br]irrelevant when you're texturing. 0:08:36.476,0:08:39.036 Hierarchy is used when you're[br]rigging and doing that kind of stuff. 0:08:39.036,0:08:40.926 But for this, these are pure shaders. 0:08:40.986,0:08:43.116 Let's go back to F2. 0:08:45.486,0:08:50.526 So, we can switch between the texture sets[br]by going up here and just clicking on them. 0:08:50.526,0:08:56.846 Or we can do this by holding Ctrl Alt and[br]right mouse button on the various texture sets. 0:08:57.206,0:09:01.706 This is the way you probably want to do it[br]because clicking up here is quite annoying. 0:09:01.956,0:09:07.476 Let's say you're painting down here and[br]you want to switch it, quite annoying. 0:09:07.516,0:09:09.456 So, Ctrl Alt-right mouse button. 0:09:09.676,0:09:10.886 We can also solo it. 0:09:10.886,0:09:12.656 So, let's say you only want to see the body. 0:09:12.966,0:09:14.916 Now, you just hit the solo button. 0:09:14.916,0:09:16.626 This is something I do all the time. 0:09:16.816,0:09:19.396 >> Is there a way to set up[br]a hotkey for the solo button? 0:09:19.396,0:09:19.916 >> Yes, there is. 0:09:20.106,0:09:23.716 It's Alt-Q which I believe[br]is the old Max hotkey for it? 0:09:23.716,0:09:24.316 >> Yeah, I think so. 0:09:24.316,0:09:30.506 Yeah. One thing that's also nice is the tool[br]tips that you get in the bottom left-hand corner 0:09:30.506,0:09:34.336 of the viewport whenever you're[br]selecting hotkeys that it sort 0:09:34.336,0:09:36.796 of shows you what possible options there are. 0:09:36.796,0:09:38.996 Like when you're rotating and[br]stuff, that can be quite handy. 0:09:38.996,0:09:40.936 Especially in the beginning, the hotkeys 0:09:40.936,0:09:43.136 and what they do can be a[br]little confusing sometimes. 0:09:43.546,0:09:44.126 >> Yeah, exactly. 0:09:44.266,0:09:45.906 You can also change the shader right here. 0:09:46.066,0:09:49.556 This is something, we aren't covering[br]this in this series but if you want 0:09:49.556,0:09:51.266 to have a different shader assigned to it. 0:09:51.266,0:09:55.966 For instance, if you're dealing with[br]opacity, this is where you would do that. 0:09:56.326,0:09:58.146 Then we have the brush tool. 0:09:58.306,0:10:01.316 By default, we have a regular layer[br]and we cover layers a little bit. 0:10:01.716,0:10:05.486 The brush tool is one of these tools[br]you are going to be using quite a lot. 0:10:06.086,0:10:09.366 So, the hotkey is 1 and you[br]can find it over here. 0:10:09.496,0:10:11.986 I prefer to use hotkeys as much as I can. 0:10:11.986,0:10:14.696 And by default, you're just[br]going to paint like this. 0:10:15.146,0:10:19.926 One thing I do very often whenever I'm painting[br]with this is that I disable pen pressure 0:10:20.186,0:10:24.876 for either the opacity or the flow or the size. 0:10:25.336,0:10:30.876 So, you can do that by going under right[br]next to the size and disabling pen pressure. 0:10:31.216,0:10:33.696 Because now, we have the[br]exact same pressure all over. 0:10:33.756,0:10:35.556 And you can do the same with flow. 0:10:35.556,0:10:39.546 So now, you can enable pen pressure and now[br]you have really a lot more control with it. 0:10:39.896,0:10:42.256 >> Whatever the difference between the two are. 0:10:42.866,0:10:45.466 >> Yeah, flow and opacity. 0:10:45.466,0:10:51.166 You can resize the brush by holding Ctrl-right[br]mouse button and going left and right. 0:10:52.016,0:10:57.436 You can change the hardness by holding[br]Ctrl-right mouse button and going up and down. 0:10:58.156,0:11:01.746 You can change -- you can rotate it[br]which we can't really see here right now 0:11:01.746,0:11:03.096 because there isn't anything assigned to it. 0:11:03.096,0:11:07.596 But you can rotate it by holding[br]Ctrl and then going up and down. 0:11:08.236,0:11:10.656 >> So, this is just going to be a[br]little confusing in the beginning. 0:11:10.946,0:11:13.126 It just takes some time getting used to. 0:11:13.336,0:11:13.726 >> Exactly. 0:11:13.726,0:11:15.796 You can just kind of see your[br]cursor is rotating around. 0:11:15.796,0:11:22.786 And then opacity is Ctrl -- flow is[br]Ctrl and then just go left to right. 0:11:23.436,0:11:27.416 You can also get straight lines by[br]holding the Shift key when you're painting 0:11:28.246,0:11:31.466 and you can hit the D key to get lazy mouse. 0:11:31.796,0:11:35.746 This is incredibly handy if you really[br]want, like, nice clean lines here. 0:11:35.836,0:11:39.556 So, let's do some of this and you just[br]get nicer, cleaner lines this way. 0:11:39.726,0:11:41.116 That's a D hotkey. 0:11:43.726,0:11:46.656 Then we also have symmetry as well[br]which is relevant with brush tool. 0:11:46.856,0:11:49.916 The hotkey there is L or you can[br]go up here and enable symmetry. 0:11:50.216,0:11:52.386 This is really cool symmetry. 0:11:52.386,0:11:55.106 It's not like Mario symmetry[br]which works on screen-based. 0:11:55.576,0:11:57.296 It's actual real symmetry. 0:11:57.556,0:11:57.846 >> Yay! 0:11:58.336,0:12:02.266 >> Yay! One thing to keep in mind as well[br]is that you can't paint across texture sets. 0:12:02.266,0:12:04.726 So, if you want to paint to the[br]body now, you can't do that. 0:12:04.726,0:12:08.586 You have to switch to the texture[br]set and then paint on that. 0:12:08.886,0:12:12.766 That's why I recommend a hotkey[br]for doing that because otherwise, 0:12:12.996,0:12:15.046 it's going to take too much time to go over. 0:12:15.046,0:12:15.346 >> Yeah. 0:12:15.346,0:12:22.586 >> We also have the color picker which is the[br]P key, which is honestly quite annoying for me 0:12:22.796,0:12:25.456 because you have to move your hand a lot. 0:12:25.456,0:12:27.386 But that's how you change the color picker. 0:12:27.386,0:12:28.106 The color is back to -- 0:12:28.106,0:12:29.816 >> So, you click it or hold it down? 0:12:30.096,0:12:34.076 >> You click it and then you click[br]where you want and then it switches. 0:12:34.076,0:12:38.226 You can also right click to get up[br]brush settings such as size, flow, 0:12:38.406,0:12:39.646 spacing, all these kind of things. 0:12:39.966,0:12:42.816 And on the bottom, we also[br]have the color as well. 0:12:42.916,0:12:45.206 So, you can change the color[br]to whatever you want to. 0:12:51.216,0:12:53.106 Then we have layers. 0:12:53.326,0:12:56.366 So, layers is really where[br]the fun begins in Painter. 0:12:56.666,0:13:00.686 We have regular layers which is exactly this. 0:13:00.876,0:13:03.696 Let's actually go to the head[br]and isolate this and delete this. 0:13:04.926,0:13:07.026 So, you delete layers by hitting the trash can. 0:13:07.086,0:13:09.106 And you have two different layers here. 0:13:09.106,0:13:12.606 You have the fill layer, then you have the[br]regular layer which is just a paint layer. 0:13:12.986,0:13:14.916 The paint layer is where you can paint on it. 0:13:15.336,0:13:16.736 Nothing fancy about this. 0:13:16.736,0:13:18.956 This is very straightforward. 0:13:19.226,0:13:22.256 This is where we can also project stuff on top. 0:13:22.256,0:13:24.846 And if you want to paint custom[br]masks or whatever you want 0:13:24.846,0:13:26.206 to do, use a regular paint layer. 0:13:26.766,0:13:28.926 We have blending modes to the right. 0:13:29.856,0:13:33.456 And we can also change the[br]blending mode per channel. 0:13:34.136,0:13:36.996 So, if we go down here, we[br]have different channels. 0:13:36.996,0:13:39.226 We can paint, for instance, with height. 0:13:39.286,0:13:42.466 So now, we're painting with height and[br]we're painting it with red at the same time. 0:13:42.896,0:13:46.316 So now, we have some height[br]information in our brush. 0:13:46.976,0:13:50.136 So, we can go down here and we[br]can change this now to height. 0:13:50.136,0:13:52.796 And we can now change the opacity of this. 0:13:53.426,0:13:55.576 So, this is the way you control[br]the different channels. 0:13:55.776,0:13:59.086 So, if you have roughness, for[br]instance, you do the same thing. 0:13:59.216,0:14:03.096 You can change the reference value[br]and you would choose roughness 0:14:03.096,0:14:05.336 and you change the blending[br]mode or whatever it is. 0:14:05.606,0:14:07.966 So, it's really cool that[br]you have such fine control 0:14:07.966,0:14:09.866 over all the different channels right here. 0:14:11.476,0:14:14.976 Where the magic happens though when it[br]comes to Painter isn't with paint layers. 0:14:14.976,0:14:20.666 Like, it's called Painter but you really aren't[br]going to be doing too much hand painting. 0:14:20.666,0:14:22.156 >> Should be called Substance Filler. 0:14:22.556,0:14:26.096 >> Should be called Substance Filler because[br]we are going to be using the fill layer a lot. 0:14:26.696,0:14:30.296 So, a fill layer is kind of like a material. 0:14:30.296,0:14:33.566 I like to think about every fill[br]layer as a separate material 0:14:33.566,0:14:36.446 because we have all the material[br]attributes we need. 0:14:36.656,0:14:39.556 This is also where we see our properties. 0:14:39.626,0:14:41.176 And this is where this becomes relevant. 0:14:41.616,0:14:44.596 We can see down here, we have all[br]the properties for our fill layer 0:14:44.696,0:14:46.926 or whatever it might be,[br]whatever tool it might be. 0:14:47.856,0:14:51.646 So, we can change the color by[br]clicking to the gray part here, 0:14:52.066,0:14:54.566 the gray part, and we can change the color. 0:14:55.956,0:14:57.556 We can change the metallic. 0:14:57.756,0:14:58.396 Is it metal? 0:14:58.616,0:14:59.426 Is it not metal? 0:14:59.566,0:15:00.866 So, we can make this metallic. 0:15:01.396,0:15:03.816 We change the roughness to make it really shiny. 0:15:04.796,0:15:08.746 And we can't really see the effects[br]of height or normal right now. 0:15:09.096,0:15:11.016 So, this is what I mean with[br]it being a material. 0:15:11.186,0:15:13.046 But now, we have essentially[br]created some kind of like, 0:15:13.046,0:15:17.826 almost like a car paint shader[br]or some kind of red material. 0:15:18.046,0:15:19.966 So, you can change this here. 0:15:22.236,0:15:26.066 >> So, the interesting difference here[br]between paint layers and fill layers is 0:15:26.066,0:15:30.916 that for the fill layers, instead of painting[br]it, you're sort of almost erasing it. 0:15:30.916,0:15:31.606 >> Yeah, exactly. 0:15:32.126,0:15:36.746 So, the way you would do this is if you[br]want, let's say you have a base here 0:15:36.746,0:15:41.326 with a car paint shader and then you[br]want to have another layer on top, 0:15:41.326,0:15:45.076 maybe you have some rust on top of it, you will[br]make a separate layer onto fill layer on top, 0:15:45.316,0:15:47.196 make this rust and mask between them. 0:15:47.196,0:15:49.296 We'll get to this in a little bit as well. 0:15:49.726,0:15:52.956 So, let's delete these and let's[br]make a new fill layer as well. 0:15:53.166,0:15:55.796 So now, we're going to talk[br]about one of my favorite features 0:15:55.796,0:15:58.136 of Painter which is adding grunge maps. 0:15:58.496,0:16:01.846 So before, we added the color[br]straight under here to it. 0:16:01.886,0:16:04.486 But what we're going to be doing[br]now, instead of adding a color, 0:16:04.546,0:16:06.616 we are going to be adding a map into this. 0:16:07.286,0:16:13.806 So, if you click right above it where it[br]says base color, we can now hit type grunge. 0:16:13.836,0:16:17.186 And now, this is going to be[br]flooded with awesome grunges. 0:16:18.026,0:16:20.156 We have so many different maps. 0:16:20.156,0:16:22.906 And honestly, I think this is one[br]of the biggest strengths of Painter 0:16:23.236,0:16:26.316 because you can change the look[br]of your texture so quickly. 0:16:26.596,0:16:29.256 And a grunge map can be used[br]for really anything. 0:16:29.256,0:16:35.536 >> Yeah. There's a lot of good variety in[br]the maps included in Painter, actually. 0:16:35.536,0:16:36.356 >> Yeah, there really is. 0:16:37.036,0:16:42.686 So, one cool thing as well is that we[br]have access to tri-planar projections. 0:16:42.836,0:16:47.456 So currently, this is using UV[br]mapping as the projection method. 0:16:47.456,0:16:50.966 So now, you can see we get seams[br]where there are seams in the UV map. 0:16:50.966,0:16:52.286 And that's unavoidable. 0:16:52.286,0:16:52.406 That's -- 0:16:52.406,0:16:53.606 >> And that's what you would expect, you know. 0:16:53.606,0:16:53.996 >> Yeah, exactly. 0:16:53.996,0:16:57.476 It doesn't matter how good a UV map[br]is, you will have seams by definition. 0:16:57.646,0:17:01.196 But if we change the projection[br]type to tri-planar, now suddenly, 0:17:01.396,0:17:05.926 you are not going to have any seams[br]anymore, at least not where the UVs are. 0:17:05.926,0:17:09.586 Because now, we have three planes[br]which are projected maybe from here, 0:17:09.716,0:17:12.156 here and here, depending on your setup. 0:17:12.496,0:17:14.996 And you get a nice blend between the planes. 0:17:15.306,0:17:18.846 >> Yeah. So, where you would normally[br]have seams with tri-planar projection, 0:17:18.846,0:17:22.036 it actually fades between the different maps. 0:17:22.296,0:17:22.906 >> Yeah, exactly. 0:17:23.226,0:17:26.726 So, we change the hardness to this and now you[br]can kind of see where the different planes are. 0:17:26.806,0:17:30.386 So, you can definitely see a seam but because[br]we can change the hardness all the way down, 0:17:30.746,0:17:32.576 you now just get this soft transition. 0:17:32.946,0:17:33.013 >> Yeah. 0:17:33.086,0:17:35.806 >> And this also means that,[br]we shouldn't really say this, 0:17:35.806,0:17:39.486 but it means your UV map can be[br]a lot worse because now suddenly, 0:17:39.486,0:17:41.516 stretching isn't that much of an issue. 0:17:41.516,0:17:41.766 >> Yeah. 0:17:42.036,0:17:44.786 >> You can also see here we have a little gizmo. 0:17:44.896,0:17:47.366 This is something they recently[br]introduced in Painter. 0:17:47.746,0:17:51.666 So before, you can only do it[br]with rotation scale in here. 0:17:51.836,0:17:53.396 But now, you can actually move it around. 0:17:54.156,0:17:57.146 You can use -- by default, it's[br]going to be set to just move. 0:17:57.646,0:17:59.786 You can set it to rotate by hitting the E key. 0:17:59.786,0:18:02.346 And you can set to scale by hitting the R key. 0:18:02.696,0:18:05.226 And back to move with the W key. 0:18:05.326,0:18:07.136 So, W, E and R. 0:18:08.956,0:18:13.886 >> So, one thing we talked about, it's[br]probably a good idea to be consistent here 0:18:14.316,0:18:20.146 with which method you use, so you don't start[br]mixing the normal scale rotation and hardness 0:18:20.496,0:18:22.516 with maybe with the gizmo or something. 0:18:22.606,0:18:23.006 >> Exactly. 0:18:23.006,0:18:28.766 Because now, if you start to scale some stuff[br]here and then you scale some stuff here, 0:18:28.886,0:18:31.206 it's really hard to know[br]what's actually happened to it. 0:18:31.206,0:18:34.076 Like you can have a crazy high[br]value here, but you don't really -- 0:18:34.386,0:18:36.126 but maybe you can't see what's going on. 0:18:37.106,0:18:39.926 So, I really recommend you stick[br]to either using the scaling here 0:18:40.286,0:18:44.036 and rotation here or I prefer[br]to use just a gizmo. 0:18:44.036,0:18:46.186 I think this is a really good addition to it. 0:18:46.186,0:18:48.266 >> Yeah, yeah, it's very intuitive to use. 0:18:48.356,0:18:49.276 >> Yeah, it really is. 0:18:49.376,0:18:51.786 You can get some really good results with this. 0:18:51.926,0:18:58.136 You can also duplicate the fill layers around[br]and then you can mask out different parts. 0:18:58.136,0:19:02.386 For instance, if you see here, we have like a[br]pattern going across, you could duplicate it 0:19:02.386,0:19:05.206 and then you can rotate it and now[br]you can mask out different parts. 0:19:05.206,0:19:09.556 So, this is really one of[br]the strengths of Painter. 0:19:09.836,0:19:14.846 So, let's add something into[br]the roughness slot as well. 0:19:14.846,0:19:22.386 Now, you can see we have different slight[br]variation in the roughness to this. 0:19:22.836,0:19:26.456 Now, this is where it becomes relevant[br]that we have different channels. 0:19:26.816,0:19:29.006 By default, we're just seeing the material. 0:19:29.006,0:19:32.386 So, this is with all the lighting[br]and everything into the model. 0:19:32.536,0:19:34.866 >> Yeah. Everything's sort of like[br]stamped or like meshed together. 0:19:34.866,0:19:35.596 >> Yeah, exactly. 0:19:36.186,0:19:38.676 >> So, you know, if we were to[br]add another one into the height, 0:19:38.716,0:19:40.526 we can see crazy stuff going on here now. 0:19:40.896,0:19:44.356 And this is really nice that we can[br]see everything because this means 0:19:44.356,0:19:47.546 that we get a pretty good approximation of[br]what the final one's going to look like. 0:19:47.926,0:19:52.276 But it's not very good for actual[br]painting because when you're painting, 0:19:52.276,0:19:53.876 you need to paint every single map. 0:19:53.876,0:19:56.256 You need to control every single map you have. 0:19:56.816,0:19:59.306 So, if we go up here to the top right, 0:19:59.306,0:20:03.226 we can see that we have material[br]and then we have single channel. 0:20:03.226,0:20:05.256 So, this is where you can[br]choose the different channels. 0:20:05.256,0:20:07.706 We have like metallic, roughness,[br]height, normal. 0:20:08.296,0:20:11.156 And then we also have below, we have mesh maps. 0:20:12.216,0:20:16.946 These are maps which are being generated[br]by Painter itself when you bake stuff. 0:20:17.536,0:20:20.276 We aren't covering too much[br]of this in this series 0:20:20.276,0:20:21.976 because baking is a whole[br]separate chapter by itself. 0:20:22.786,0:20:22.976 >> Yeah. 0:20:23.476,0:20:26.936 >> But you can choose these[br]by simply clicking on them. 0:20:26.936,0:20:28.826 And now, you can see the different channels. 0:20:30.046,0:20:36.506 You can also use the hotkey which is C to[br]go between them and Shift C to go back. 0:20:36.726,0:20:40.426 >> Yeah. And here, it becomes pretty apparent[br]when you switch between something like roughness 0:20:40.426,0:20:43.846 and then your height, for example,[br]that you can see the different maps 0:20:43.846,0:20:45.926 that we've inputted into those. 0:20:46.116,0:20:46.776 >> Yeah, exactly. 0:20:46.856,0:20:50.356 It becomes very important to be able[br]to see these individual channels 0:20:50.666,0:20:55.256 because after you get a certain[br]level of complexity into your maps, 0:20:55.786,0:20:59.146 you might just have -- there[br]is some reflection somewhere. 0:20:59.146,0:20:59.476 >> Yeah. 0:20:59.706,0:21:00.876 >> Where is that coming from? 0:21:00.876,0:21:04.556 Is it coming from -- is it the height[br]map driving it or what's going on here? 0:21:05.986,0:21:11.676 So, C to go between, Shift C to go back[br]and B to go between the baked maps. 0:21:12.596,0:21:17.126 So here, you have ID, ambient occlusion,[br]curvature, position, thickness. 0:21:17.556,0:21:20.376 We have a whole separate video[br]on this as well on YouTube 0:21:20.406,0:21:22.916 where we cover what each texture map is doing. 0:21:22.916,0:21:23.086 >> Yeah. 0:21:23.206,0:21:25.246 >> So, we highly recommend that[br]you check that out as well. 0:21:25.426,0:21:28.596 And to go back to material,[br]you simply hit the M key. 0:21:29.076,0:21:30.476 M for material. 0:21:30.776,0:21:34.316 This is something you're going to be doing[br]a lot, so really get used to these hotkeys. 0:21:34.316,0:21:38.706 When I was learning Painter, I was sitting[br]down and straight up just hitting the M key, 0:21:39.016,0:21:44.826 hitting the C key, Shift C, going between[br]them, B, Shift B. Really get used to these 0:21:44.826,0:21:48.296 because these will be your[br]everyday painter life. 0:21:48.296,0:21:49.856 >> Yeah. It's going to speed[br]up your painting a lot. 0:21:51.106,0:21:57.106 >> So, now that we briefly talk about the[br]fill layer, we need to talk about masking 0:21:57.306,0:21:59.876 because masking is also really[br]where the magic happens. 0:22:00.156,0:22:02.406 >> Yeah. Especially when[br]you work with fill layers. 0:22:02.406,0:22:03.006 >> Exactly. 0:22:03.006,0:22:07.046 The magic happens in a few different places,[br]but particularly when it comes to masking. 0:22:07.246,0:22:09.106 >> Magic just happens within Substance. 0:22:09.426,0:22:09.896 >> Exactly. 0:22:10.536,0:22:13.116 So, let's make two new fill layers. 0:22:13.206,0:22:19.746 This one is going to be like,[br]maybe it's like a red paint layer. 0:22:20.146,0:22:24.246 And on top, we're going to[br]have some kind of dirt. 0:22:24.246,0:22:26.866 So, you can also rename by[br]double clicking on it. 0:22:26.866,0:22:28.726 And we can call this red. 0:22:29.236,0:22:35.526 >> That's why I really like the material analogy[br]with fill layers because you have the control 0:22:35.526,0:22:40.386 of each individual channel and then you just[br]sort of add new materials or shaders on top. 0:22:40.556,0:22:41.306 >> Exactly. 0:22:41.306,0:22:44.676 Like, we covered this fairly in depth[br]in the full series where we're talking 0:22:44.676,0:22:48.446 about if you want to replicate[br]rust, you need to build it 0:22:48.446,0:22:50.686 up in a methodical way the same way it's done. 0:22:50.686,0:22:50.856 >> Yeah. 0:22:51.276,0:22:55.026 >> So now, we have like a nice[br]little paint material here. 0:22:55.026,0:22:56.146 And now, we can add another one. 0:22:56.526,0:22:58.926 And here, we can make this nice and grungy. 0:22:59.216,0:23:00.816 >> Yeah. So, you really just have to think of it 0:23:00.816,0:23:04.156 as like the original base of[br]this was painted with red. 0:23:04.266,0:23:08.186 And then over some years, it got[br]rust on top or something like that. 0:23:08.276,0:23:08.866 >> Yeah, exactly. 0:23:08.866,0:23:10.416 We can set this again to tri-planar. 0:23:10.456,0:23:12.596 And you're going to be doing this all the time. 0:23:13.046,0:23:14.406 >> I almost wish it was default. 0:23:14.556,0:23:15.196 >> Yeah, exactly. 0:23:15.346,0:23:17.696 One thing as well to keep in mind,[br]when you work with fill layers, 0:23:17.696,0:23:20.146 I tend to disable channels I don't need. 0:23:20.146,0:23:25.876 For this one, I don't necessarily need metallic[br]and don't need normal so we can disable that. 0:23:25.876,0:23:29.146 This just keeps it a lot cleaner because[br]then you have less parameters down here. 0:23:29.516,0:23:33.366 So now, we have one layer on[br]top like this and we have -- 0:23:33.816,0:23:38.506 yeah, we have a red one and then[br]we have some kind of dirt layer. 0:23:39.666,0:23:45.356 The way we mask between these now is we right[br]click and we hit add a white mask which is going 0:23:45.356,0:23:50.296 to keep everything the way it is, or we add a[br]black mask which is going to erase everything. 0:23:51.236,0:23:53.206 This is very similar to how[br]it's done in Photoshop. 0:23:53.206,0:23:53.856 >> Yeah, yeah. 0:23:53.856,0:23:57.296 So, if you ever used Photoshop and used[br]masking there, this should be familiar to you. 0:23:57.436,0:23:57.906 >> Exactly. 0:23:57.906,0:24:00.336 So now, we can see that everything disappeared. 0:24:00.656,0:24:05.566 We can also disable the mask by holding[br]Shift key and clicking on the Mask. 0:24:05.876,0:24:09.946 And we can look at the mask by holding[br]the Alt key and clicking on the Mask. 0:24:09.946,0:24:11.646 >> Which I think is actually[br]how you do it in Photoshop. 0:24:11.646,0:24:13.746 >> I think this is exactly[br]the same as Photoshop. 0:24:14.376,0:24:16.926 This is where we have our effect stack as well. 0:24:17.316,0:24:20.316 This is really handy because[br]here, we have generators. 0:24:20.456,0:24:21.756 More on that in a bit. 0:24:21.886,0:24:23.496 And here, we have paint layers. 0:24:23.496,0:24:25.496 So now, let's add a quick paint layer to this. 0:24:25.936,0:24:28.546 And now, we can start painting between these. 0:24:28.546,0:24:30.146 >> Yeah, that's an important thing to note. 0:24:30.146,0:24:34.246 You actually need a paint layer[br]underneath your mask in order to modify it. 0:24:34.396,0:24:34.626 >> Yeah. 0:24:34.626,0:24:37.296 >> Otherwise, it will be completely[br]white or completely black. 0:24:37.456,0:24:38.526 >> Exactly. 0:24:38.696,0:24:43.846 So now, we can see if you hold the Alt key[br]and click on the Mask, not on this part, 0:24:43.846,0:24:46.166 on the layer, but on the Mask, now[br]we can see what we're painting. 0:24:46.166,0:24:50.426 And this again becomes incredibly important[br]when you really want control over stuff. 0:24:51.026,0:24:51.126 >> Yeah. 0:24:51.356,0:24:52.576 >> So, hit the M key well. 0:24:52.576,0:24:54.416 Again, go back to materials. 0:24:54.466,0:24:56.416 And here, we can now see[br]exactly what's going on. 0:24:56.696,0:25:02.076 Now, this is where we can add some[br]height information onto this fill layer. 0:25:03.136,0:25:05.556 >> Yeah, that's the nice thing[br]about the fill layer compared 0:25:05.556,0:25:08.506 to the paint layer is here,[br]you can just up the slider. 0:25:08.506,0:25:08.806 >> Exactly. 0:25:08.866,0:25:12.016 >> Whereas with the paint layer, you would[br]actually have to paint the height information. 0:25:12.176,0:25:13.966 >> So now, we can kind of see what's going on. 0:25:13.966,0:25:18.626 It's kind of like this is[br]carving into the painting. 0:25:19.316,0:25:22.876 So, you can have a lot of control[br]with this if you go into one layer 0:25:22.936,0:25:24.136 and just adjusting the height value. 0:25:24.426,0:25:29.386 A quick tip as well is if you want fine[br]control here, you can hold on the Shift key. 0:25:29.466,0:25:31.326 And now, you can see that[br]we're just getting like way -- 0:25:31.326,0:25:35.436 we have way more precision[br]over our values instead 0:25:35.436,0:25:38.776 of just dragging and that becomes quite tedious. 0:25:39.416,0:25:42.946 So, this is really one of the ways[br]you can be doing a lot of your work. 0:25:42.946,0:25:45.206 You can be painting masks like this. 0:25:45.716,0:25:48.756 So, it's a very quick and easy[br]setup when it comes to masking. 0:25:48.806,0:25:51.776 If you want to remove this[br]or restart the masking, 0:25:51.776,0:25:54.856 I just go add black mask again[br]and then it all disappears. 0:25:54.956,0:25:59.546 You can also copy a mask and you[br]can also remove a mask altogether. 0:25:59.796,0:26:04.826 So, let's next look at the shelf. 0:26:05.176,0:26:08.226 The shelf is where a lot of[br]fun stuff happens in Painter. 0:26:08.576,0:26:10.016 This is what we have on the bottom. 0:26:10.016,0:26:12.686 And by default, it's going[br]to be set to materials. 0:26:12.746,0:26:15.606 But this has way more stuff than just materials. 0:26:15.636,0:26:21.266 The way we can access this is really[br]we can drag and drop our stuff onto it. 0:26:21.416,0:26:22.646 And now, we have a material. 0:26:22.996,0:26:24.726 This is one of the pre-made materials. 0:26:25.216,0:26:28.266 And some of these are simply fill[br]layers which have been turned 0:26:28.266,0:26:30.436 into smart materials by the[br]guys at Allegorithmic. 0:26:30.736,0:26:34.966 And some of these are made in[br]Designer and are way more hardcore. 0:26:35.066,0:26:36.676 >> And are really smart material. 0:26:36.676,0:26:37.676 >> And really, really smart. 0:26:37.676,0:26:41.426 So, you can just drag and drop them onto[br]it and you can just see what happens. 0:26:41.816,0:26:45.996 The way I really learned how to make[br]materials in Painter was to drag and drop a lot 0:26:45.996,0:26:48.736 of materials and try to reverse-engineer them. 0:26:49.076,0:26:53.446 You know, go through this and see what color[br]they're using, what are they using for height, 0:26:53.446,0:26:55.146 what kind of patterns are they using here. 0:26:55.446,0:26:57.056 This kind of stuff is really handy. 0:27:01.526,0:27:04.736 So here, we can see one which[br]this is made in Designer. 0:27:04.826,0:27:07.006 So here, you don't have the[br]same attributes as before. 0:27:07.006,0:27:10.316 So, if you're seeing this kind of stuff, that's[br]not because you don't know Painter well enough, 0:27:10.316,0:27:12.976 that's just simply because[br]this is made in Designer 0:27:12.976,0:27:17.536 and the author has made certain[br]attributes available. 0:27:17.616,0:27:22.116 I find these to be quite annoying because I[br]can't really modify them from heart's content, 0:27:22.116,0:27:24.326 but they're still really[br]good as a starting point. 0:27:24.536,0:27:27.906 >> Yeah. I mean, as we all know, there[br]are some crazy designer materials 0:27:27.906,0:27:30.596 out there that can do all kinds of things. 0:27:30.756,0:27:31.946 So, they can be quite useful. 0:27:32.396,0:27:32.896 >> Exactly. 0:27:33.206,0:27:36.936 So here, we have -- these are more --[br]these are simpler, these materials. 0:27:36.936,0:27:41.546 They're usually almost like one fill[br]layer, just modified a little bit. 0:27:41.546,0:27:45.546 But under smart materials, this is[br]where stuff is going really crazy. 0:27:46.236,0:27:48.206 We will cover this a little bit more later on. 0:27:48.516,0:27:51.626 But essentially, you get really advanced effects 0:27:51.626,0:27:53.726 by simply just dragging and[br]dropping these onto it. 0:27:54.426,0:27:57.716 And this is also where people go a bit[br]crazy with them and they just start 0:27:57.716,0:28:02.206 to abuse this system where, you know, they[br]just -- they don't learn how to texture, 0:28:02.306,0:28:06.356 they just drag and drop smart materials and[br]they think they're not a great texture artist. 0:28:06.356,0:28:07.486 We have a few rants on this. 0:28:07.716,0:28:09.416 >> Yeah. There's also videos about it. 0:28:09.416,0:28:10.676 And yeah, you should check that out. 0:28:10.676,0:28:12.406 >> So, definitely check that. 0:28:12.606,0:28:14.796 So, there are also more resources[br]under here as well. 0:28:14.796,0:28:20.516 Like, this is where your environments[br]are and stuff like smart masks as well 0:28:20.786,0:28:23.356 which are exactly the same as a[br]smart material, just with a mask. 0:28:24.056,0:28:26.336 We also have like our project maps. 0:28:26.336,0:28:29.986 You can see these were all the maps[br]which have been baked by the baker. 0:28:30.276,0:28:32.826 We also have alphas. 0:28:33.046,0:28:36.776 So, if you want like a cool alpha onto your[br]brush, this is where you would find that. 0:28:36.776,0:28:39.106 Let's actually show that real quick. 0:28:40.416,0:28:46.296 So, if you want this in a color, we[br]drag and drop this into the color. 0:28:46.966,0:28:49.256 Now, we have a nice little map like this. 0:28:49.356,0:28:52.446 So, you can do some pretty[br]crazy stuff with this. 0:28:52.646,0:28:52.726 >> Yeah. 0:28:52.726,0:28:54.576 >> You can get some very[br]cool effects right away. 0:28:54.686,0:28:56.496 You can also use it for height. 0:28:59.736,0:29:03.996 And ta-da, you know, we get some cool effects. 0:29:04.306,0:29:06.776 We also have all the grunges[br]like I was talking about before 0:29:07.896,0:29:09.506 where you -- this is where they all live. 0:29:09.506,0:29:10.986 You can also just search for them. 0:29:10.986,0:29:13.766 Like if you go in roughness, you[br]can just type search for grunge. 0:29:14.166,0:29:15.916 But it's really handy to have them all here. 0:29:16.836,0:29:20.106 So, in short, this is where[br]a bunch of stuff will live. 0:29:21.216,0:29:25.206 So, definitely worth checking that[br]out, particularly the materials 0:29:25.206,0:29:27.296 and smart materials and smart masking. 0:29:28.186,0:29:32.546 Also, if you want to bring in your custom[br]resources, like let's say you have images 0:29:32.546,0:29:35.616 from Photoshop or whatever it might[br]be, you already baked your maps, 0:29:35.716,0:29:37.126 this is where you could bring them in. 0:29:37.916,0:29:43.926 So, we have a little -- we have a[br]material or a map which has been pre-made. 0:29:44.576,0:29:49.726 And the way we get this in is we[br]simply drag it in to our shelf. 0:29:49.826,0:29:53.756 And now, we get this little dialog box up. 0:29:53.946,0:29:57.416 This is going to tell you the name of it and[br]then it's going to tell you what this is. 0:29:57.416,0:29:58.196 Is this an alpha? 0:29:58.196,0:29:59.876 Is it color lock, environment? 0:29:59.876,0:30:00.786 Or is it a texture? 0:30:00.956,0:30:04.136 This is a texture and you've[br]got a definer as such. 0:30:04.136,0:30:05.976 If you bring in HDRIs, you[br]set it to environment. 0:30:06.066,0:30:09.106 >> One thing I'd like to point out[br]here, something that I didn't know 0:30:09.176,0:30:10.686 which was really annoying in the beginning. 0:30:10.746,0:30:16.866 You can select multiple, you know, imported[br]objects here and then just select all of them 0:30:16.866,0:30:19.016 if they're all textures or all environments. 0:30:19.016,0:30:19.476 >> Oh, that's true. 0:30:19.476,0:30:19.636 Yes. 0:30:19.636,0:30:20.936 >> Yeah, you don't have to do it one by one. 0:30:20.936,0:30:22.086 >> You can just drag -- select them all. 0:30:22.146,0:30:22.556 >> Exactly. 0:30:22.556,0:30:23.356 >> That's quite handy. 0:30:23.616,0:30:25.866 You can also change, you can add a prefix to it 0:30:26.116,0:30:28.146 which I don't really find[br]that useful, but you could. 0:30:28.726,0:30:33.206 And then, what you do is you import[br]this under the current session 0:30:33.696,0:30:36.046 into the project or onto the shelf. 0:30:36.166,0:30:37.726 So, we're just going to do current session 0:30:37.726,0:30:40.706 which means whenever we restart[br]Painter, it's going to be reset. 0:30:40.976,0:30:42.456 >> That just keeps it clean for us here. 0:30:42.576,0:30:43.146 >> Exactly. 0:30:43.146,0:30:46.656 So now, we have our resource right here. 0:30:48.296,0:30:50.966 So now, if we have -- we make a fill layer. 0:30:51.476,0:30:54.036 Now, we can drag and drop[br]this guy into the fill layer. 0:30:54.156,0:30:57.626 And this is how you would tile a map across. 0:30:57.626,0:31:01.836 This is something I was wondering, me coming[br]from Mari, I was wondering, is there like a fill 0:31:01.836,0:31:03.976 or tile adjustment layer or something like that? 0:31:04.406,0:31:08.116 But the way you would tile something across[br]is dragging and dropping into a channel 0:31:08.446,0:31:10.306 and now you can, you know, scale it up. 0:31:10.536,0:31:12.216 >> Yeah. And that only works with fill layers. 0:31:12.216,0:31:13.106 >> Yeah, exactly. 0:31:13.366,0:31:17.726 So, you could also set this to[br]tri-planar as well which is quite handy. 0:31:18.246,0:31:20.936 So, you might use -- you're[br]probably going to use a combination 0:31:21.346,0:31:23.676 of tri-planars and UV production. 0:31:23.826,0:31:26.026 >> Yeah. You know, some materials[br]might be projections 0:31:26.026,0:31:28.356 from the UVs and some might be tri-planar. 0:31:28.786,0:31:29.316 >> Exactly. 0:31:29.716,0:31:32.256 So next up, we are going to be[br]looking at the projection tool. 0:31:32.606,0:31:35.806 Now that we have a resource, we can[br]actually use the projection tool. 0:31:35.976,0:31:40.736 The projection tool is here. 0:31:40.936,0:31:44.726 This is -- the hotkey is[br]3 for the projection tool. 0:31:45.216,0:31:50.606 And the way we use this is[br]we go under our paint tool 0:31:50.686,0:31:53.056 or under our properties here down to the bottom. 0:31:53.516,0:31:56.906 And under base color, we[br]drag our resource in here. 0:31:57.116,0:32:00.876 >> And that's with a regular layer and not[br]a -- regular paint layer, not a fill layer. 0:32:00.986,0:32:01.576 >> Exactly. 0:32:01.576,0:32:04.246 Because now, we're doing[br]bespoke painting onto this. 0:32:04.736,0:32:09.026 The cool thing about using this tool is[br]that you can get very specific results, 0:32:09.026,0:32:11.916 such as if you want to have a[br]logo in a very specific spot 0:32:12.236,0:32:16.076 or you just really want this texture[br]to be in, you know, this exact spot. 0:32:16.526,0:32:19.616 This is the way you traditionally[br]been painting something like Mari. 0:32:20.116,0:32:23.816 But now with all the additions of all[br]these super cool features in Painter, 0:32:23.906,0:32:25.176 you're doing less and less of this. 0:32:25.386,0:32:26.966 But this is still a really useful tool. 0:32:27.796,0:32:32.556 The navigation for this is the[br]same as regular 3D navigation, 0:32:32.556,0:32:34.416 except that you're using the S key. 0:32:35.136,0:32:38.586 So, if you want to rotate it,[br]it's S and left mouse button. 0:32:38.786,0:32:41.086 You want to scale it down,[br]it's S and right mouse button. 0:32:41.086,0:32:44.256 And you want to move it, it's[br]S and middle mouse button. 0:32:46.756,0:32:52.346 And then you use your regular hotkeys[br]for resizing your brush and all that. 0:32:52.986,0:32:55.876 So, it is an incredibly powerful[br]tool if you really want 0:32:55.876,0:32:59.566 to get specific textures in specific spots. 0:32:59.566,0:33:05.446 >> Yeah. And the nice thing about doing this[br]with projection is that if you have a layer, 0:33:05.446,0:33:09.266 let's say that it's a fill layer that's[br]not using tri-planar for some reason 0:33:09.266,0:33:13.546 but is using UV projection, then you can always[br]create a paint layer on top with projection 0:33:13.546,0:33:15.286 to fill out, you know, those seams. 0:33:15.386,0:33:15.966 >> Exactly. 0:33:16.276,0:33:17.446 You can also set this to tiling. 0:33:17.536,0:33:20.566 It's currently set to no tiling,[br]but we can set this to tile. 0:33:20.566,0:33:22.456 And now, it's just going to keep on painting. 0:33:22.836,0:33:26.886 As this is a tileable map, you know,[br]this here is just going to keep on going. 0:33:27.366,0:33:30.696 So, the projection tool, very, very useful. 0:33:30.736,0:33:34.066 Then we're going to be looking[br]at the polygon fill tool. 0:33:34.876,0:33:39.296 Let's make a new regular layer and[br]let's look into the Polygon Fill tool. 0:33:39.386,0:33:42.806 The Polygon Fill tool is incredibly[br]powerful because it allows you to fill 0:33:42.806,0:33:45.426 in specific colors in specific areas. 0:33:45.426,0:33:48.076 So, let's just try it by[br]default and see what happens. 0:33:48.566,0:33:53.356 So now, it's set to polygons which[br]means that whatever polygon is selected, 0:33:53.606,0:33:55.256 we are going to be filling this in. 0:33:55.866,0:33:59.756 You can also set in triangles which[br]is also quite useful, I suppose. 0:34:00.006,0:34:05.036 Where this becomes really useful is if[br]this is set to the mesh part like this, 0:34:05.496,0:34:09.176 the mesh fill option, where now[br]you can just click on a portion 0:34:09.246,0:34:13.146 and it will do all the connected[br]bits to this piece of geometry. 0:34:13.316,0:34:16.626 >> This is really handy for something[br]like masking, when you want to mask 0:34:16.626,0:34:20.206 out entire regions and not like[br]wanting to have to hand paint it. 0:34:20.326,0:34:21.056 >> Exactly. 0:34:21.166,0:34:23.326 And then we also have UV section as well. 0:34:23.326,0:34:26.806 So now, we can mask out only[br]the UV part of this. 0:34:27.226,0:34:30.726 This is entirely based on your UV map. 0:34:31.256,0:34:33.546 >> So, like Morten said,[br]this becomes really handy 0:34:33.546,0:34:35.996 if we have a new fill layer and this is red. 0:34:36.366,0:34:40.936 And then we have another filler[br]and this is not red, it's blue. 0:34:41.636,0:34:42.816 And now, we mask it out. 0:34:43.086,0:34:48.436 Right mouse button, add a black mask[br]effect stack, add a paint layer. 0:34:48.486,0:34:53.966 And now, we can use this[br]tool, the Polygon Fill tool. 0:34:55.076,0:34:57.856 And simply just click where you want to be. 0:34:57.856,0:35:02.846 So, for UVs, you simply click these[br]parts and now we mask between them. 0:35:03.046,0:35:05.566 >> Yeah. So, you know, just[br]in case you didn't catch it, 0:35:05.566,0:35:07.896 you're not actually selecting with blue here. 0:35:07.896,0:35:11.146 You're just -- you're selecting[br]white for the mask and then 0:35:11.146,0:35:13.966 that just shows the blue[br]that is on top of the red. 0:35:13.966,0:35:14.486 >> Exactly. 0:35:14.866,0:35:16.306 This is a really useful tool. 0:35:16.456,0:35:19.096 Like Morten said, this is[br]mostly used for masking. 0:35:19.296,0:35:21.176 I don't really use this for anything else. 0:35:21.916,0:35:26.986 Sometimes maybe you want to select some[br]polygons here and there, but I've only used this 0:35:26.986,0:35:29.656 for masking as far as I can remember. 0:35:29.886,0:35:31.636 Hotkey here is again 4. 0:35:32.096,0:35:34.166 So, it's 1, 2 and 3 and 4. 0:35:34.276,0:35:34.886 >> Pretty intuitive. 0:35:34.936,0:35:38.856 >> Pretty intuitive stuff. 0:35:38.856,0:35:42.336 Then we have generators,[br]filters and mask editors. 0:35:43.836,0:35:45.996 So, let's look at some of these. 0:35:46.776,0:35:51.256 Let's start with another fill layer[br]and let's make this the same -- 0:35:51.256,0:35:52.596 kind of same as what we had before. 0:35:52.726,0:35:53.816 >> Don't tell me it's a red paint. 0:35:53.956,0:35:55.316 >> It's going to be a red paint. 0:35:55.806,0:36:02.136 And on top of this, we can make another[br]layer which could be like a dirty one, 0:36:02.376,0:36:05.126 something like this, and just[br]change the scale of this. 0:36:06.916,0:36:09.716 Hold on the Shift key just[br]to have a bit more precision. 0:36:10.176,0:36:12.856 And where generators become[br]useful is if you want to mask 0:36:12.996,0:36:16.456 between these different materials now. 0:36:16.736,0:36:18.726 Now, you saw before we were hand painting it. 0:36:19.056,0:36:21.946 But honestly, hand painting,[br]that's for like if you're in 2001. 0:36:21.996,0:36:22.366 >> Yeah. 0:36:22.366,0:36:25.046 >> We are going to let the[br]computer do some of the work. 0:36:25.116,0:36:29.146 >> And the generators, as far as I[br]know, they require the mesh maps, right? 0:36:29.146,0:36:29.716 >> Yes, exactly. 0:36:30.056,0:36:34.646 So, if we add a generator to this again[br]under the effect stack on the layer -- 0:36:35.176,0:36:37.166 oh, sorry, we have to make a black mask first. 0:36:37.576,0:36:39.026 And now, we can add generator to this. 0:36:39.086,0:36:42.406 Now, we have -- nothing has happened[br]now because there's nothing in it. 0:36:42.406,0:36:46.476 But if we go under the generator[br]now, we have a few of them. 0:36:46.796,0:36:49.246 One which is really cool is metal edges. 0:36:49.656,0:36:53.116 And this just brings you like[br]really gnarly broken up edges. 0:36:53.506,0:36:56.206 The way this works is exactly[br]what Morten was saying. 0:36:56.636,0:36:59.746 If we go through our mesh maps in the B key, 0:36:59.746,0:37:03.576 we can now see that we have[br]ambient occlusion and curvature. 0:37:04.286,0:37:11.486 These generators rely heavily on[br]particularly curvature and ambient occlusion. 0:37:11.486,0:37:11.706 >> Yeah. 0:37:11.866,0:37:16.696 >> Because now, we have data on where are the[br]edges which is exactly what's happening here. 0:37:16.916,0:37:20.746 >> Yeah. I mean, so you could use painter[br]with purely paint layers and fill layers 0:37:21.136,0:37:25.626 if you want to, but you won't have[br]access to the actual power of Painter 0:37:25.626,0:37:27.476 which is the generators, in my opinion. 0:37:28.326,0:37:30.166 >> So, you can hit the Invert button. 0:37:30.166,0:37:32.346 This is something you're[br]going to be doing quite a lot. 0:37:32.666,0:37:35.276 You can also change the wear level for this. 0:37:35.376,0:37:39.876 Now, keep in mind, this is a specific[br]generator called metal edge wear. 0:37:40.266,0:37:44.846 This is not great for a lot of things, but it's[br]also really good to get a starting point for it. 0:37:45.056,0:37:47.966 Like, you can see it's very[br]specific in what it's doing. 0:37:48.306,0:37:52.206 >> Yeah, it's wearing metal on the edges. 0:37:52.386,0:37:52.976 >> On the edges. 0:37:53.116,0:37:55.866 Exactly what you would expect it to do. 0:37:55.866,0:37:58.996 So now, we can delete this one[br]and we can get another one. 0:37:59.326,0:38:01.726 Just hit the X key there. 0:38:01.866,0:38:05.956 And now, we can get another[br]one which is the mask editor. 0:38:06.326,0:38:12.706 The mask editor is a lot less sexy from the[br]get go, but this has a lot more power into it. 0:38:12.796,0:38:16.626 This is also what I was saying[br]before that this is where you have 0:38:16.706,0:38:18.936 to start looking at the specific mask. 0:38:19.336,0:38:21.706 Hold down the Alt key and click on the Mask. 0:38:21.856,0:38:23.176 And now, you can see what's going on. 0:38:23.236,0:38:27.516 >> It's kind of like if you use[br]someone's predefined brush in Photoshop 0:38:27.696,0:38:29.886 versus kind of making your own brush. 0:38:29.886,0:38:30.316 >> Yeah, exactly. 0:38:30.896,0:38:36.906 So, this allows you to do tons of[br]different things where you can amp up stuff 0:38:36.906,0:38:39.596 like the ambient occlusion,[br]you can amp up the curvature 0:38:40.036,0:38:42.796 and you can really get very[br]specific results with this. 0:38:43.566,0:38:47.876 You can also under texture input, you[br]can add, you guessed it, a grunge. 0:38:48.136,0:38:50.936 And you can get very cool results with this. 0:38:51.076,0:38:54.566 If we can see where we can add this[br]and set the opacity now to higher. 0:38:55.066,0:38:57.426 And that's a super funky texture. 0:38:59.476,0:39:05.996 So now, this is where you can really[br]get some real power out of the masking. 0:39:06.386,0:39:09.126 The mask generator is something you're just[br]going to have to play with because, honestly, 0:39:09.126,0:39:11.606 there are way too many settings[br]to play around to show you here. 0:39:12.016,0:39:12.726 But this is -- 0:39:13.056,0:39:17.976 >> But essentially, you could make the[br]metal edge wear from the mask editor. 0:39:17.976,0:39:18.706 >> Yeah, pretty much. 0:39:18.706,0:39:20.526 You can get some very interesting[br]results with this. 0:39:20.616,0:39:24.076 And again, this is why we look into our -- 0:39:24.076,0:39:30.376 we watch our mask here instead of looking at[br]the material because it's just too hard to -- 0:39:30.916,0:39:33.306 like, you don't have enough[br]information, honestly. 0:39:33.306,0:39:36.386 >> Yeah. And especially once you start stacking[br]stuff on top of each other, you have more 0:39:36.386,0:39:38.696 and more materials, it can[br]be quite hard to figure 0:39:38.696,0:39:42.236 out what material and which generator does what. 0:39:42.436,0:39:43.026 >> Exactly. 0:39:43.516,0:39:46.206 And this is again where we[br]can add like a height to it. 0:39:46.206,0:39:49.076 And now, you can just see that. 0:39:49.076,0:39:50.056 Oh, let's do another one. 0:39:50.266,0:39:58.026 And now, we get this really nice result[br]where you get like real depth into it. 0:39:58.506,0:40:02.156 So again, this is one of the[br]absolutely coolest things in Painter 0:40:02.156,0:40:05.836 where you really have a lot of power in this. 0:40:06.026,0:40:09.846 Another one which is quite handy[br]if you going to delete this is -- 0:40:10.446,0:40:12.356 oops, that was deleting the entire thing. 0:40:13.266,0:40:14.196 >> Yeah, that's important. 0:40:14.196,0:40:16.876 Like, you don't have to actually[br]delete the generator every time. 0:40:16.876,0:40:22.146 You can just delete the generator[br]that's being used in the generator. 0:40:22.146,0:40:22.686 >> Yeah, exactly. 0:40:23.276,0:40:24.256 Yeah, the container for it. 0:40:24.256,0:40:24.666 > Yeah, yeah. 0:40:24.666,0:40:26.656 >> But there's a specific one you're using. 0:40:27.156,0:40:28.436 Light is also quite handy. 0:40:28.836,0:40:31.026 This is again, if we hold on the Alt key. 0:40:31.316,0:40:34.626 Now, you can see exactly what's[br]going on here where this is -- 0:40:34.886,0:40:38.806 you can mask out stuff based on light direction. 0:40:39.136,0:40:43.356 Now, keep in mind, this doesn't actually -- this[br]is not physically based or anything on this. 0:40:43.356,0:40:48.816 This just looks at your position map[br]and your world normal map, I believe. 0:40:49.376,0:40:51.996 So, this doesn't respect[br]shadows or anything like this. 0:40:52.126,0:40:58.366 But this is incredibly handy if you[br]want to do something like a worn texture 0:40:58.366,0:41:03.616 from the top where, you know, stuff is --[br]there's been a lot of stuff happening up here, 0:41:03.746,0:41:05.406 but you don't want the bottom to be masked out. 0:41:05.806,0:41:07.786 >> Or you could do like snow with it, you know. 0:41:07.786,0:41:09.196 >> Yeah, exactly. 0:41:09.196,0:41:15.666 >> So, don't think of it as maybe actual[br]light but more -- it's just a mask, basically. 0:41:16.056,0:41:19.366 It could also be, you know, the[br]sun has destroyed it and stuff. 0:41:19.366,0:41:19.826 >> Exactly. 0:41:19.826,0:41:23.436 This is something you see a lot where there's[br]a lot of sun damage everywhere and stuff. 0:41:23.776,0:41:26.126 So, the light one is really nice. 0:41:26.176,0:41:28.106 And then you can also use a fill layer on top. 0:41:28.576,0:41:31.356 And you could pipe in different[br]things like grunges 0:41:31.356,0:41:34.496 and change the blending modes[br]here to something like multiply. 0:41:34.826,0:41:37.616 And now, you can really break[br]up this material now. 0:41:37.616,0:41:41.626 >> Yeah. So now, it kind of looks[br]like it's had a lot of heat from above 0:41:41.626,0:41:44.456 and the paint has started to like[br]almost bubble up or something. 0:41:44.456,0:41:45.046 >> Yeah, exactly. 0:41:45.426,0:41:48.836 >> So, the power of generators[br]is crazy in Substance. 0:41:48.946,0:41:53.506 >> Yeah. This deserves its own[br]video because there's way too much 0:41:53.506,0:41:54.946 to cover when it comes to generators. 0:41:55.196,0:42:00.016 Then we have smart materials. 0:42:00.156,0:42:02.726 Smart materials are really, really cool. 0:42:03.076,0:42:08.536 A smart material is just a saved material[br]where all the settings here are saved. 0:42:08.536,0:42:12.116 So, we can make -- actually, let's[br]undo this and let's have this. 0:42:12.186,0:42:13.776 So, we could save this as a material. 0:42:13.776,0:42:17.706 Let's say we want to use this exact[br]material here for something else. 0:42:18.616,0:42:20.286 Let's say you want to use this for the body. 0:42:20.736,0:42:21.936 We can easily do that. 0:42:22.486,0:42:25.246 We can group this and we can call this -- 0:42:25.246,0:42:26.786 >> So, how do you do that? 0:42:26.816,0:42:30.156 >> You hit Ctrl G to group it[br]and then we can name it now. 0:42:30.236,0:42:34.346 We can call it My Smart Material. 0:42:35.076,0:42:40.356 So, what this means is it's going to use the[br]same curvature maps and everything is going 0:42:40.356,0:42:43.436 to pipe into the same places,[br]just in a different place. 0:42:44.536,0:42:47.426 So, you could simply copy[br]paste this onto a different one 0:42:47.706,0:42:49.216 or we can make a smart material on it. 0:42:49.376,0:42:54.666 And you do this by holding down the right mouse[br]button or clicking the right mouse button. 0:42:54.666,0:42:56.466 And then we have Create Smart Material. 0:42:56.656,0:43:00.036 And now, we can see that My[br]Smart Material has been created. 0:43:00.236,0:43:05.736 Now, we can drag this onto[br]one of the other ones. 0:43:05.736,0:43:09.356 So, this is incredibly powerful when[br]it comes to texturing because now, 0:43:09.356,0:43:11.276 you don't have to texture[br]every single piece by hand. 0:43:11.626,0:43:16.216 You can make one really kick-ass material[br]and you can drag these onto the other pieces, 0:43:16.576,0:43:18.276 obviously do a better job than this. 0:43:19.136,0:43:22.006 And you can use that as a base. 0:43:22.106,0:43:26.006 So, for instance, if you have a project and[br]you got a texture like 200 pieces of wood, 0:43:26.446,0:43:30.196 you wouldn't look for, like, these[br]specific references for each of them. 0:43:30.376,0:43:34.176 You would just make a smart material for[br]wood and you would modify them based on that. 0:43:34.176,0:43:37.906 >> And if you need something that's a[br]little more hero for one piece of wood, 0:43:37.906,0:43:39.656 you could always drag on your smart material. 0:43:39.746,0:43:43.086 And then on top of that, you know,[br]add more fill layers or paint layers. 0:43:43.086,0:43:43.646 >> Yeah, exactly. 0:43:43.896,0:43:49.226 Smart material should really be used as[br]a starting point and not the end result. 0:43:50.026,0:43:53.276 So yeah, this is -- you have[br]all the predefines down here. 0:43:53.566,0:43:55.836 And like I said, I really[br]recommend that you go through them 0:43:55.836,0:43:59.136 and just reverse-engineer the life out of them. 0:43:59.136,0:43:59.203 >> Yeah. 0:43:59.203,0:44:00.886 >> That's going to be quite handy. 0:44:04.426,0:44:08.226 And then the last thing we are[br]going to be looking at is Iray. 0:44:08.706,0:44:12.166 Now, we have done some really[br]nice texturing on our model 0:44:12.346,0:44:15.216 and everything is ready for presentation. 0:44:15.956,0:44:20.496 The way we can present this is we can[br]use iRay which you find by clicking 0:44:20.496,0:44:22.926 on this nice friendly camera icon up here. 0:44:23.516,0:44:29.686 So, iRay is a really nice feature in Painter[br]as it's a proper ray-traced render engine 0:44:29.686,0:44:33.216 and not like a real time preview like[br]you're seeing in the actual viewport. 0:44:33.806,0:44:37.606 So here, we have the render[br]settings all the way on top here. 0:44:37.726,0:44:40.816 We set this to one second[br]just to make recording easier. 0:44:40.816,0:44:41.056 >> Yeah. 0:44:41.056,0:44:44.946 >> But this is where you would set how[br]long the rendering time is going to be. 0:44:44.946,0:44:49.386 So, if you want, like, a nice good render,[br]maybe set this to like 20 minutes or so. 0:44:49.486,0:44:51.326 >> You can see we have some noise here, 0:44:51.436,0:44:54.306 but you can get that away by[br]just increasing the max time. 0:44:54.466,0:44:55.106 >> Yeah, exactly. 0:44:55.476,0:45:01.416 So, that's one of my favorite features of[br]iRay because it's so easy to use in terms 0:45:01.416,0:45:05.936 of render settings because you have,[br]like, one slider and that's time. 0:45:06.566,0:45:08.626 There isn't any like threshold craziness. 0:45:09.996,0:45:14.566 And then under here, under Display[br]Settings, it will inherit all the settings 0:45:14.846,0:45:18.346 from the regular Painter mode[br]because it's still in Painter. 0:45:18.726,0:45:25.566 So, whatever HDRI you have enabled, it's[br]going to set that up for you and it's going 0:45:25.566,0:45:28.496 to light it properly here with[br]nice shadows and everything. 0:45:28.496,0:45:32.276 There isn't like a setting for enable[br]shadows, it's just going to do that by itself. 0:45:32.936,0:45:34.966 >> Because that comes built in with HDRIs. 0:45:34.966,0:45:35.656 >> Yeah, exactly. 0:45:35.906,0:45:38.636 >> So, this is where I want to[br]show the FlippedNormals' HDRIs 0:45:38.636,0:45:41.956 because I think they're just nicer[br]than the regular studio HDRIs. 0:45:42.506,0:45:43.656 But that's totally up to you. 0:45:44.186,0:45:44.616 >> Exactly. 0:45:45.526,0:45:49.826 So, one setting I always[br]change is the clear color. 0:45:49.946,0:45:54.206 By default -- it seems like they're changing[br]setting now, so clear color section enabled. 0:45:54.666,0:45:59.466 But if it's not in yours for some reason,[br]then I would highly recommend enabling it. 0:45:59.916,0:46:04.146 It just means that there is one clean color[br]in the background because the HDRIs have 0:46:04.146,0:46:08.356 so much stuff and when you're presenting your[br]work, you really don't want any nastiness. 0:46:08.356,0:46:10.266 >> They don't really look[br]nice for backgrounds, I think. 0:46:10.386,0:46:11.566 >> No, no they don't. 0:46:11.776,0:46:14.256 You want like probably a[br]nice clean presentation here. 0:46:15.506,0:46:17.656 You can also change the ground[br]plane where that is. 0:46:18.056,0:46:21.816 This is by default set to pretty[br]good value, so this actually works. 0:46:21.816,0:46:25.746 But you could also change[br]this to something else. 0:46:26.476,0:46:27.846 You can do like this. 0:46:29.926,0:46:33.816 >> Yeah. So, you know, if your model is[br]properly centered and placed on the ground 0:46:33.816,0:46:35.176 where it should be, that shouldn't be an issue. 0:46:35.286,0:46:35.836 >> Yeah, exactly. 0:46:36.746,0:46:40.786 Then we also have, if you scroll down, we have[br]our camera settings or you can click on these. 0:46:40.836,0:46:43.836 These aren't different -- they[br]aren't like different menus, 0:46:43.836,0:46:45.876 they're just bookmarks to the same one. 0:46:46.456,0:46:47.666 So, we have camera settings. 0:46:47.936,0:46:50.776 You can change this to something like[br]35 millimeters if you want, like, 0:46:50.776,0:46:53.926 a more -- less squished look for it. 0:46:54.206,0:46:55.996 I prefer a more 35 look. 0:46:56.696,0:47:01.686 And we can also change stuff like post-effects. 0:47:02.046,0:47:07.816 If we enable post-effects, by default, glare[br]should be enabled which is quite crazy. 0:47:07.906,0:47:12.966 I really just hate the glare feature because[br]it just makes my stuff look nasty, I think. 0:47:13.106,0:47:17.226 But if you want glare, you can enable[br]that and have nice glare on your models. 0:47:17.356,0:47:19.576 >> I mean, if you're going[br]for like a Mass Effect 3 look 0:47:19.616,0:47:22.846 on your Painter stuff, then glare can be nice. 0:47:22.936,0:47:23.496 >> Exactly. 0:47:23.576,0:47:26.906 When it comes to post-effects, I just[br]prefer to do all of this in Photoshop 0:47:26.906,0:47:29.176 as I have so much more control over it. 0:47:29.286,0:47:31.086 And I think the tools there[br]are just a bit nicer. 0:47:31.686,0:47:36.956 One thing though which is quite[br]cool is we can use depth of field. 0:47:37.576,0:47:40.366 So, if you enable depth of field[br]and when it's changed aperture, 0:47:40.806,0:47:44.746 now it's going to give you some[br]pretty damn good 2D depth of field. 0:47:44.746,0:47:44.926 >> Yeah. 0:47:45.416,0:47:48.076 >> You can also change your focus[br]distance to see where it's going to be now. 0:47:48.376,0:47:49.556 And now, it's not rendering. 0:47:49.556,0:47:50.926 This is purely a 2D effect. 0:47:51.666,0:47:56.226 Or we can hit control middle[br]mouse button to set the focus. 0:47:56.226,0:47:59.646 So, we can set this all the[br]way up so it blurs like crazy. 0:48:00.676,0:48:03.016 Keep in mind, this here is only a 2D effect. 0:48:03.556,0:48:08.096 If you want real depth of field, we[br]first set the aperture all the way 0:48:08.096,0:48:09.206 down so it doesn't go crazy. 0:48:09.576,0:48:12.926 We disable the 2D depth of[br]field, just disable post-effects. 0:48:13.786,0:48:21.356 And now, if we increase the aperture, now[br]it's going to start blurring the render. 0:48:21.496,0:48:21.996 >> Pretty crazy. 0:48:22.246,0:48:24.466 So, this is actual 3D depth of field. 0:48:25.186,0:48:26.326 >> Yeah, this is quite nice. 0:48:26.326,0:48:31.756 This is quite noisy though, as you can see,[br]because we have set it to literally one second. 0:48:32.586,0:48:36.816 But if you want this to look nice,[br]you got to increase this quite a lot. 0:48:36.816,0:48:38.826 Depth of field takes a long time to resolve. 0:48:39.606,0:48:43.916 And as with 2D depth of field, it's[br]the same hotkey for changing the focus. 0:48:44.526,0:48:50.446 So, Ctrl-middle mouse button for that. 0:48:50.446,0:48:55.236 >> Yeah. So, I think it's a really cool[br]feature of iRay actually to have that included 0:48:55.556,0:48:59.776 because you can make some really nice,[br]very cinematic-looking renders with it. 0:48:59.776,0:49:00.636 >> I really like iRay. 0:49:00.836,0:49:02.436 It's a sort of really good engine. 0:49:02.436,0:49:06.866 We use it for some of our FlippedNormals'[br]promo shots because it's here. 0:49:07.036,0:49:07.316 >> Yeah. 0:49:07.516,0:49:12.536 >> All the stuff rendered for the promo[br]shots for the fan tutorial is all iRay. 0:49:12.666,0:49:14.976 There isn't any fancy stuff outside there. 0:49:15.886,0:49:19.216 When you want to save your[br]render, once it's computed for more 0:49:19.316,0:49:22.006 than one second, you hit Save Render. 0:49:22.476,0:49:23.876 And that's going to save the render. 0:49:24.216,0:49:27.946 I prefer to save it as an EXR file[br]as I just have more control that way. 0:49:28.316,0:49:30.086 Bring it to Photoshop and keep editing it there. 0:49:30.496,0:49:33.696 Or you can share it directly to[br]ArtStation if you are so inclined. 0:49:34.206,0:49:38.336 You can also just see up here, it's done. 0:49:38.706,0:49:41.066 If it's not done, it's going to say, "Not done." 0:49:41.176,0:49:44.056 >> Yeah. And rendering time, one[br]second out of one second, so. 0:49:44.896,0:49:45.366 >> So, pretty good. 0:49:45.686,0:49:50.726 So again, the hotkey is F10 to go into iRay or[br]you can click this nice friendly button up here. 0:49:51.726,0:49:57.376 And F9 or click it again to[br]get back into regular Painter. 0:49:57.906,0:50:01.376 The cool thing about iRay is that[br]you can really preview your model. 0:50:01.726,0:50:06.686 So, instead of exporting your maps out and,[br]you know, setting them all up in Arnold 0:50:06.686,0:50:08.976 or whatever it is, you can just[br]get a nice render for it there. 0:50:09.246,0:50:14.546 So, what I'm doing -- my workflow for this[br]is I paint in Painter and I go into iRay, 0:50:14.776,0:50:17.466 see the result, go back into[br]Painter and keep painting here. 0:50:17.756,0:50:19.486 So, it's a very iterative process. 0:50:20.786,0:50:24.196 So, this really covers pretty[br]much everything you need to know 0:50:24.196,0:50:25.636 in order to get started with Painter. 0:50:25.636,0:50:30.816 There are some features we haven't covered which[br]deserve separate videos like exporting out maps 0:50:30.976,0:50:37.246 and baking because they're just slightly[br]bigger topics and they can't fit in this. 0:50:37.656,0:50:40.356 >> So, yeah, I think you should[br]be good to go from now on. 0:50:40.396,0:50:44.446 If you want to see more specific topics[br]covered, like maybe want us to do a video 0:50:44.446,0:50:47.956 on purely baking or one on[br]generators or something like that, 0:50:48.106,0:50:50.676 make sure to leave that in[br]the comments down below. 0:50:50.806,0:50:51.446 >> For sure. 0:50:51.556,0:50:55.496 >> And if you do want a more in-depth[br]one that's more project-based, 0:50:55.496,0:50:59.016 we have our sort of more comprehensive[br]introduction to Substance Painter 0:50:59.016,0:51:01.256 that you can grab over on the[br]FlippedNormals Marketplace as well. 0:51:01.506,0:51:02.846 >> Link to that in the description. 0:51:03.036,0:51:06.516 And in the description as well,[br]you'd also have all the hotkeys used 0:51:06.516,0:51:07.786 and timestamps for everything. 0:51:07.786,0:51:11.566 So, if you want to revisit this video in[br]the future, it's going to be really easy. 0:51:11.736,0:51:11.956 >> Yeah. 0:51:12.046,0:51:14.866 >> And also, please share this with[br]friends and colleagues and everything. 0:51:14.936,0:51:15.346 This is -- 0:51:15.346,0:51:18.926 >> Anyone who's wanting to[br]get into Painter, I guess. 0:51:18.996,0:51:20.816 But yeah, thank you guys so much for watching.