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We export this model from our 3D modeling software as a single model, okay?
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But for using Geometry Mask feature inside Substance Painter, we need to detach the model
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to sub-objects and please use the clear name for yourself and as you can see, I have four
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different objects and let's export this model with these four different elements as a variation
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number 3 for the pot and re-import the pot inside Substance Painter.
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Okay, now I'm going to replace the version 3, okay?
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Everything is like before because there is no difference inside the UV, the texture set
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name and etc.
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We just separate.
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the object to sub object. Okay and let's create a fill layer. I'm going to call it test and in the
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layer you can see geometry mask feature in here and when you click on this little empty square
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you can see in the properties window we have geometry mask option and we have body handles
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lead screw and these are the sub elements or sub object that I create inside 3ds max. Okay so in
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here when you check something it means you want to have that object the whole object as white area
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in the mask so when I need to have lead as a mask part for the test layer
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I just need to use this square check here okay and this is not only way that
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we can use geometry mask inside Substance Painter so when we choose
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something in the geometry mask okay and when we go back to the field layer we
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have a little icon here that we can use to isolate the area that we mask okay
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it's like when we use isolation or focus mode on the texture set list but this is
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inside the texture set and it's work on the layer okay so let's go over there
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body and screw and change the color and as you can see we can change the layer and we can see
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the different result inside v-word and in this way we can use geometry mask it's a powerful
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way it's a new a modern way to use masking on the geometry in the layer section
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and we can create focus mode inside the texture set on the complex model okay so
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please be aware that if you want to use masking very well masking geometry you need to
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give proper name to the sub object inside the 3ds max blender or any software that you use
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okay let's go for the anchor point okay
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I'm going to explain the concept of the anchor point for you but don't worry if you cannot
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understand the way that we are use of anchor point because in the future project we are going to use
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anchor point a lot and the concept is so simple but we need to understand that concept to use
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anchor point in proper way so let's create a field layer and name it one and we just need to have
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color and roughness okay like this and I'm going to duplicate this layer and rename it to two
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change the color to red and duplicate again and let's rename it to three
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and change color to blue. Okay let's add black mask to all of them
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and this is what I'm planning to do. I want to create a paint layer here,
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name it paint and I just want to paint like this. Okay and I want to create a dynamic relation
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between this paint layer and these three different mask and layers and create a new
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structure for myself. So how can I use the data inside paint layer in layer number one,
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layer number two and layer number three? I need to use a function inside Substance Painter
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which is called Anchor Point.
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And with Anchor Point I can grab the data inside one layer and use it in top layers.
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So how we can add Anchor Point? We can just right click on the layer that we want
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and we need to add Anchor Point. So in this Anchor Point I just grab all the data that I have
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and now I can go to the mask for example and add a field layer.
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For using Anchor Point you need to use field layers. Okay so let's go for the Anchor Points
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and load paint and in the paint we can reference to a specific channel.
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If we place Anchor Point on a
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field layer or on a paint layer because we have different channels over there.
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But when you put Anchor Point on a mask, there is no channel to reference because we have
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just one single grayscale, okay?
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So we have reference channel to the base color and we have just only base color inside the
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layer that we paint.
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So let's go back to the mask and in the field layer I have base color.
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Let's change it to roughness, there is nothing over there.
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So we can just use the data that we have on that layer.
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We have a level for field layer when we use Anchor Point and we can play with the level
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to for example increase the brightness or decrease the brightness.
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Okay, like this. So let's go back to the paint and now I'm going to create another paint here.
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So as you can see we just create a dynamic relationship between paint and the layer
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number one with single anchor point and it's very important
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to the reference channel that we select and the data that we paint because if I turn off
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the color and just use roughness as you can see or just use roughness number one
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as you can see there is no updating in the fill layer number one
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because we reference base color channel.
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not roughness. And when we change the reference channel from base color to roughness, the mask
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is going to be changed. So let's go back in the erase mode. I just need to erase roughness data.
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That's it. And let's go back to the color. And what we can do with this kind of dynamic
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relationship. For example, we have the base and let's add another fill layer. Let's load
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a pattern, for example this checker, and increase the tiling. You can increase
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the tiling inside the pattern option. And let's change the blending mode to multiply.
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Okay, so this is the effect that we can have inside Substance Painter with this relation.
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so we can erase the data
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okay like this and everything is on dynamic level
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so let's erase all the data
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that's it what if i just paint on the layer and i add another sub layer as a paint and paint over
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there what's happen because we define everything correctly and we paint exactly what we paint on
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the paint layer the original one the anchor point is going to collect the data on down layer okay
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so if we put
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the anchor point upper than paint layer it's going to load the data into the
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mask that we create. Okay let's rename the paint to extra so this is the extra
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layer as you can see and if extra layer is moved to up level it's not going to
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calculate in the dynamic relation but when the anchor point is upper as you
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can see the extra is inside the mask. Okay so let's go and use anchor point in
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the mask. So we just grab this mask the result and we are going to use the
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anchor point
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in here okay and we can add height instead of color and roughness and boom
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we can play the level as you can see and we can have different variation and
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please attention to the reference channel we don't have it because we
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create anchor point inside mask okay so we can do another thing it's a common
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technique to create for example outline inside substance painter so I'm going to
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load the paint anchor point inside the third level that we have okay that's it
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and let's bring up
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the whiteness.
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Okay, like this and I'm going to use a filter like bevel or blur, it's not important.
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I'm going to use blur and let's bring up the intensity. I'm going to duplicate the fill layer
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that I create and load the paint anchor point inside it and put it after the blur and change
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the blending mode to subtract and as you can see we have outline for the mask.
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Okay, let's create height and boom.
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And whenever I go to the paint layer and just paint something,
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as you can see, we have a dynamic relation that we can use
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in this structure that we create. And it's not related to the paint, actually. Let's clear all
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the data. Let's remove the extra that we have. I'm going to add a fill layer, and inside the
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fill layer, and do to create a relationship between paint anchor point to other masks in
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base color channel. I just keep the base color. And let's load some procedural map inside the
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base color. For example, this one. And let's increase the tiling amount. Let's invert it.
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Okay. And let's put the fill layer before the anchor point.
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Okay, everything is fine. But the main issue is the color of this layer. It's going to
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affect on the material. And it's not what I want. So there's some way to control this.
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The first one is decrease the opacity. Okay, it's not working. Why? Because we are going
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to disable the data inside base color. So let's bring back and let's change the
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blending mode to something like disable. It's the same. Okay, so let's go back to
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the normal. Let's hide the fill layer. It's the same. Okay, let's decrease the
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opacity of the layer itself, not sub layer.
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It's working, okay.
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And let's hide the layer itself.
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It's working, why?
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Because we are just hiding or disabled effect
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of the whole layer.
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And the data that we are using,
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it's on the fill layer, sub layer.
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Fill layer as a sub layer, okay.
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So in this way, we can have the data
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and it's not affected on the material.
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And for example,
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we can have this kind of effect with using anchor point.
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We can change, for example, the rotation,
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the border width.
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We can change the whole
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pattern.
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Okay, and this is the main concept of Anchor Point inside Substance Painter.
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We just create dynamic links between layers and we can use the data between layers and
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etc.
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So you are going to see many techniques, many ways, and many times of using Anchor Point
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inside the project section.
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So this is the Anchor Point, you need to understand the concept and after that you can create
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magic inside Substance Painter.
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