Last updated on
Jul 13, 2023
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Interface
- Interface
- Customizing your workspace
- Home screen
- Main toolbar
- Preferences
- Explorer
- Graph view
- Library
- Properties
- 2D view
- 3D view
- Dependency manager
-
Resources
- Resources
- Importing, linking and new resources
- Bitmap resource
- Vector graphics (SVG) resource
- 3D scene resource
- AxF (Appearance eXchange Format)
- Font resource
- Warnings from dependencies
-
Substance function graphs
- Substance function graphs
- What is a Substance function graph?
- Create and edit a Substance function
- The Substance function graph
- Variables
-
FX-maps
- FX-Maps
- How it works
- The Iterate node
- The Quadrant node
- Using Substance function graphs in FX-Maps
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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 .
- Roughness Value: (Grayscale value)
- Normal
- Normal from Height Intensity: 0.0 - 16.0
Optionally converts custom Heightmap to normal and returns this as the material Normalmap.
- Normal from Height Intensity: 0.0 - 16.0
- 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.
- Height Position: 0.0 - 1.0
- User-Defined Maps
- Toggles on or off all user-defined maps, returning these instead of any solid values.
Example Images
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