User Guide Cancel

Base Material | Substance 3D Designer

Base Material

Base Material

In: Material Filters/PBR Utilities

Intermediate

Description

The quickest, easiest way to create a Multi-Channel material in Adobe Substance 3D Designer. This node returns a bundled Full material based on simple, solid color settings and values. This can then be used as placeholder or to refine into a complex material.

The node is very useful when texturing full props and blending multiple materials. In fact, you could start every single material from this node, without ever needing a complex material base.

Parameters

Inputs

  • Optional inputs for every channel that can be toggled with the switches in "User Defined Inputs".

Parameters

  • PBR Workflow: Metal - Roughness, Specular - Glossiness
    Sets the PBR model used.
  • Material Preset: Custom, Dielectric, Gold, Silver, Aluminium, Iron, Copper, Titanium, Nickel, Cobalt, Platinum
    Quick shortcut to create certain metals. Disables irrelevant options.
  • Base Color: (Color value)
    Solid color used for Base Color.
  • Metallic: (Grayscale value)
    Solid value used for Metallic.
  • Diffuse Color: (Color value)
    Solid color used for Diffuse.
  • Specular: (Color value)
    Solid color used for Specular.
  • Specular Presets: Plastic, Wood, Stone, Brick, Sand, Concrete, Fabric, Rusted Metal, Water, Ice, Glass
    Optional quick presets to set PBR-correct Specular values.
  • Specular Range: 0.0 - 1.0
    Adjusts Specular range.
  • Roughness - Glossiness
    • Roughness Value: (Grayscale value)
      Set the global, base roughness value, if channel is active.
    • Glossiness Value: (Grayscale value)
      Solid color used for Glossiness, if channel is active.
    • Grunge Amount: 0.0 - 1.0
      Extent to which the optional Grunge map input is blended in to Gloss or Roughness.
    • Grunge Tiling: 1 - 16
      Extent to tile the optional Grunge map by.
    • Custom Grunge Input: False/True
      Enables or disables the optional custom Grunge map .
  • Normal
    • Normal from Height Intensity: 0.0 - 16.0
      Optionally converts custom Heightmap to normal and returns this as the material Normalmap.
  • Height
    • Height Position: 0.0 - 1.0
      Solid value used for Height output.
    • Height Range: 0.0 - 1.0
      Sets influence of User-Defined Heightmap, if enabled.
  • User-Defined Maps
    • Toggles on or off all user-defined maps, returning these instead of any solid values.

Example Images

There are no images attached to this page.

Get help faster and easier

New user?