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These are the user uploaded subtitles that are being translated: 1 00:00:08,474 --> 00:00:17,273 We export this model from our 3D modeling software as a single model, okay? 2 00:00:17,276 --> 00:00:25,193 But for using Geometry Mask feature inside Substance Painter, we need to detach the model 3 00:00:25,196 --> 00:00:35,193 to sub-objects and please use the clear name for yourself and as you can see, I have four 4 00:00:35,196 --> 00:00:43,193 different objects and let's export this model with these four different elements as a variation 5 00:00:43,196 --> 00:00:48,913 number 3 for the pot and re-import the pot inside Substance Painter. 6 00:00:48,916 --> 00:00:57,913 Okay, now I'm going to replace the version 3, okay? 7 00:00:57,916 --> 00:01:01,879 Everything is like before because there is no difference inside the UV, the texture set 8 00:01:01,880 --> 00:01:04,100 Subtitled by online-courses.club We compress knowledge for you! 9 00:01:04,102 --> 00:01:06,033 name and etc. 10 00:01:06,036 --> 00:01:07,634 We just separate. 11 00:01:08,752 --> 00:01:19,631 the object to sub object. Okay and let's create a fill layer. I'm going to call it test and in the 12 00:01:19,634 --> 00:01:27,792 layer you can see geometry mask feature in here and when you click on this little empty square 13 00:01:28,352 --> 00:01:36,111 you can see in the properties window we have geometry mask option and we have body handles 14 00:01:36,114 --> 00:01:46,751 lead screw and these are the sub elements or sub object that I create inside 3ds max. Okay so in 15 00:01:46,754 --> 00:01:57,151 here when you check something it means you want to have that object the whole object as white area 16 00:01:57,154 --> 00:02:06,752 in the mask so when I need to have lead as a mask part for the test layer 17 00:02:07,040 --> 00:02:18,099 I just need to use this square check here okay and this is not only way that 18 00:02:18,102 --> 00:02:25,159 we can use geometry mask inside Substance Painter so when we choose 19 00:02:25,162 --> 00:02:34,039 something in the geometry mask okay and when we go back to the field layer we 20 00:02:34,042 --> 00:02:47,239 have a little icon here that we can use to isolate the area that we mask okay 21 00:02:47,242 --> 00:02:56,439 it's like when we use isolation or focus mode on the texture set list but this is 22 00:02:56,442 --> 00:03:04,920 inside the texture set and it's work on the layer okay so let's go over there 23 00:03:05,712 --> 00:03:16,191 body and screw and change the color and as you can see we can change the layer and we can see 24 00:03:16,194 --> 00:03:23,952 the different result inside v-word and in this way we can use geometry mask it's a powerful 25 00:03:24,672 --> 00:03:32,672 way it's a new a modern way to use masking on the geometry in the layer section 26 00:03:33,232 --> 00:03:39,952 and we can create focus mode inside the texture set on the complex model okay so 27 00:03:40,992 --> 00:03:48,192 please be aware that if you want to use masking very well masking geometry you need to 28 00:03:48,832 --> 00:03:56,751 give proper name to the sub object inside the 3ds max blender or any software that you use 29 00:03:56,754 --> 00:04:02,112 okay let's go for the anchor point okay 30 00:04:02,656 --> 00:04:11,135 I'm going to explain the concept of the anchor point for you but don't worry if you cannot 31 00:04:11,138 --> 00:04:22,255 understand the way that we are use of anchor point because in the future project we are going to use 32 00:04:22,258 --> 00:04:31,135 anchor point a lot and the concept is so simple but we need to understand that concept to use 33 00:04:31,138 --> 00:04:41,935 anchor point in proper way so let's create a field layer and name it one and we just need to have 34 00:04:41,938 --> 00:04:53,855 color and roughness okay like this and I'm going to duplicate this layer and rename it to two 35 00:04:53,858 --> 00:05:01,536 change the color to red and duplicate again and let's rename it to three 36 00:05:02,176 --> 00:05:10,656 and change color to blue. Okay let's add black mask to all of them 37 00:05:12,656 --> 00:05:18,656 and this is what I'm planning to do. I want to create a paint layer here, 38 00:05:19,456 --> 00:05:30,815 name it paint and I just want to paint like this. Okay and I want to create a dynamic relation 39 00:05:30,818 --> 00:05:40,175 between this paint layer and these three different mask and layers and create a new 40 00:05:40,178 --> 00:05:51,215 structure for myself. So how can I use the data inside paint layer in layer number one, 41 00:05:51,218 --> 00:05:59,455 layer number two and layer number three? I need to use a function inside Substance Painter 42 00:05:59,458 --> 00:06:01,856 which is called Anchor Point. 43 00:06:02,304 --> 00:06:10,704 And with Anchor Point I can grab the data inside one layer and use it in top layers. 44 00:06:12,864 --> 00:06:18,944 So how we can add Anchor Point? We can just right click on the layer that we want 45 00:06:19,664 --> 00:06:29,104 and we need to add Anchor Point. So in this Anchor Point I just grab all the data that I have 46 00:06:29,504 --> 00:06:35,984 and now I can go to the mask for example and add a field layer. 47 00:06:37,984 --> 00:06:46,544 For using Anchor Point you need to use field layers. Okay so let's go for the Anchor Points 48 00:06:47,584 --> 00:06:55,823 and load paint and in the paint we can reference to a specific channel. 49 00:06:55,826 --> 00:07:00,944 If we place Anchor Point on a 50 00:07:01,632 --> 00:07:06,911 field layer or on a paint layer because we have different channels over there. 51 00:07:06,914 --> 00:07:13,231 But when you put Anchor Point on a mask, there is no channel to reference because we have 52 00:07:13,234 --> 00:07:16,791 just one single grayscale, okay? 53 00:07:16,794 --> 00:07:26,151 So we have reference channel to the base color and we have just only base color inside the 54 00:07:26,154 --> 00:07:29,091 layer that we paint. 55 00:07:29,094 --> 00:07:35,011 So let's go back to the mask and in the field layer I have base color. 56 00:07:35,014 --> 00:07:39,131 Let's change it to roughness, there is nothing over there. 57 00:07:39,134 --> 00:07:43,811 So we can just use the data that we have on that layer. 58 00:07:43,814 --> 00:07:52,571 We have a level for field layer when we use Anchor Point and we can play with the level 59 00:07:52,574 --> 00:08:00,928 to for example increase the brightness or decrease the brightness. 60 00:08:01,168 --> 00:08:13,248 Okay, like this. So let's go back to the paint and now I'm going to create another paint here. 61 00:08:14,928 --> 00:08:21,887 So as you can see we just create a dynamic relationship between paint and the layer 62 00:08:21,890 --> 00:08:27,248 number one with single anchor point and it's very important 63 00:08:29,888 --> 00:08:38,367 to the reference channel that we select and the data that we paint because if I turn off 64 00:08:38,370 --> 00:08:48,528 the color and just use roughness as you can see or just use roughness number one 65 00:08:49,488 --> 00:08:56,128 as you can see there is no updating in the fill layer number one 66 00:08:57,168 --> 00:09:00,479 because we reference base color channel. 67 00:09:00,482 --> 00:09:07,999 not roughness. And when we change the reference channel from base color to roughness, the mask 68 00:09:08,002 --> 00:09:17,679 is going to be changed. So let's go back in the erase mode. I just need to erase roughness data. 69 00:09:17,682 --> 00:09:25,519 That's it. And let's go back to the color. And what we can do with this kind of dynamic 70 00:09:25,522 --> 00:09:33,040 relationship. For example, we have the base and let's add another fill layer. Let's load 71 00:09:35,680 --> 00:09:41,840 a pattern, for example this checker, and increase the tiling. You can increase 72 00:09:42,400 --> 00:09:47,919 the tiling inside the pattern option. And let's change the blending mode to multiply. 73 00:09:47,922 --> 00:09:58,320 Okay, so this is the effect that we can have inside Substance Painter with this relation. 74 00:10:00,345 --> 00:10:03,574 Subtitled by online-courses.club We compress knowledge for you! 75 00:10:03,575 --> 00:10:05,114 so we can erase the data 76 00:10:07,354 --> 00:10:12,794 okay like this and everything is on dynamic level 77 00:10:15,274 --> 00:10:20,313 so let's erase all the data 78 00:10:20,316 --> 00:10:36,073 that's it what if i just paint on the layer and i add another sub layer as a paint and paint over 79 00:10:36,076 --> 00:10:46,233 there what's happen because we define everything correctly and we paint exactly what we paint on 80 00:10:46,236 --> 00:10:56,394 the paint layer the original one the anchor point is going to collect the data on down layer okay 81 00:10:57,114 --> 00:10:59,754 so if we put 82 00:11:00,768 --> 00:11:10,407 the anchor point upper than paint layer it's going to load the data into the 83 00:11:10,410 --> 00:11:18,407 mask that we create. Okay let's rename the paint to extra so this is the extra 84 00:11:18,410 --> 00:11:27,207 layer as you can see and if extra layer is moved to up level it's not going to 85 00:11:27,210 --> 00:11:36,087 calculate in the dynamic relation but when the anchor point is upper as you 86 00:11:36,090 --> 00:11:47,527 can see the extra is inside the mask. Okay so let's go and use anchor point in 87 00:11:47,530 --> 00:11:58,767 the mask. So we just grab this mask the result and we are going to use the 88 00:11:58,770 --> 00:12:01,369 anchor point 89 00:12:01,372 --> 00:12:17,649 in here okay and we can add height instead of color and roughness and boom 90 00:12:17,652 --> 00:12:27,769 we can play the level as you can see and we can have different variation and 91 00:12:27,772 --> 00:12:34,769 please attention to the reference channel we don't have it because we 92 00:12:34,772 --> 00:12:42,969 create anchor point inside mask okay so we can do another thing it's a common 93 00:12:42,972 --> 00:12:48,809 technique to create for example outline inside substance painter so I'm going to 94 00:12:48,812 --> 00:12:57,769 load the paint anchor point inside the third level that we have okay that's it 95 00:12:57,772 --> 00:13:01,280 and let's bring up 96 00:13:01,680 --> 00:13:02,400 the whiteness. 97 00:13:05,360 --> 00:13:16,719 Okay, like this and I'm going to use a filter like bevel or blur, it's not important. 98 00:13:16,722 --> 00:13:25,519 I'm going to use blur and let's bring up the intensity. I'm going to duplicate the fill layer 99 00:13:25,522 --> 00:13:35,439 that I create and load the paint anchor point inside it and put it after the blur and change 100 00:13:35,442 --> 00:13:43,520 the blending mode to subtract and as you can see we have outline for the mask. 101 00:13:45,520 --> 00:13:50,239 Okay, let's create height and boom. 102 00:13:50,242 --> 00:13:59,920 And whenever I go to the paint layer and just paint something, 103 00:14:00,912 --> 00:14:06,832 as you can see, we have a dynamic relation that we can use 104 00:14:09,712 --> 00:14:17,791 in this structure that we create. And it's not related to the paint, actually. Let's clear all 105 00:14:17,794 --> 00:14:27,151 the data. Let's remove the extra that we have. I'm going to add a fill layer, and inside the 106 00:14:27,154 --> 00:14:35,152 fill layer, and do to create a relationship between paint anchor point to other masks in 107 00:14:35,952 --> 00:14:44,751 base color channel. I just keep the base color. And let's load some procedural map inside the 108 00:14:44,754 --> 00:14:52,991 base color. For example, this one. And let's increase the tiling amount. Let's invert it. 109 00:14:52,994 --> 00:14:59,872 Okay. And let's put the fill layer before the anchor point. 110 00:15:00,304 --> 00:15:10,623 Okay, everything is fine. But the main issue is the color of this layer. It's going to 111 00:15:10,626 --> 00:15:18,963 affect on the material. And it's not what I want. So there's some way to control this. 112 00:15:18,966 --> 00:15:28,743 The first one is decrease the opacity. Okay, it's not working. Why? Because we are going 113 00:15:28,746 --> 00:15:39,183 to disable the data inside base color. So let's bring back and let's change the 114 00:15:39,186 --> 00:15:46,463 blending mode to something like disable. It's the same. Okay, so let's go back to 115 00:15:46,466 --> 00:15:54,423 the normal. Let's hide the fill layer. It's the same. Okay, let's decrease the 116 00:15:54,426 --> 00:15:58,984 opacity of the layer itself, not sub layer. 117 00:16:00,208 --> 00:16:03,607 It's working, okay. 118 00:16:03,610 --> 00:16:06,887 And let's hide the layer itself. 119 00:16:06,890 --> 00:16:09,167 It's working, why? 120 00:16:09,170 --> 00:16:14,087 Because we are just hiding or disabled effect 121 00:16:14,090 --> 00:16:16,127 of the whole layer. 122 00:16:16,130 --> 00:16:20,247 And the data that we are using, 123 00:16:20,250 --> 00:16:22,868 it's on the fill layer, sub layer. 124 00:16:24,208 --> 00:16:26,847 Fill layer as a sub layer, okay. 125 00:16:26,850 --> 00:16:29,968 So in this way, we can have the data 126 00:16:31,608 --> 00:16:34,848 and it's not affected on the material. 127 00:16:35,808 --> 00:16:38,888 And for example, 128 00:16:41,008 --> 00:16:45,287 we can have this kind of effect with using anchor point. 129 00:16:45,290 --> 00:16:48,828 We can change, for example, the rotation, 130 00:16:50,408 --> 00:16:51,368 the border width. 131 00:16:52,968 --> 00:16:55,128 We can change the whole 132 00:16:56,848 --> 00:16:58,648 pattern. 133 00:17:00,314 --> 00:17:08,193 Okay, and this is the main concept of Anchor Point inside Substance Painter. 134 00:17:08,196 --> 00:17:16,553 We just create dynamic links between layers and we can use the data between layers and 135 00:17:16,556 --> 00:17:17,873 etc. 136 00:17:17,876 --> 00:17:25,853 So you are going to see many techniques, many ways, and many times of using Anchor Point 137 00:17:25,856 --> 00:17:28,853 inside the project section. 138 00:17:28,856 --> 00:17:37,033 So this is the Anchor Point, you need to understand the concept and after that you can create 139 00:17:37,036 --> 00:17:39,554 magic inside Substance Painter. 14305

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