Notch Notch Manual 1.0
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Substance Material

Substance Material

Add an imported SBSAR material from Substance.

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Method #

Notch allows the use of materials made with Substance Designer from Adobe. The Substance Designer Material once assigned to an object will behave like a standard Notch material. All options are identical, but with the ability to modify the texture on the fly according to the Substance parameters.

For more information about Substance Designer, visit their website.

By default, textures are not automatically cached. To do this, right-click on the node in the nodegraph and select Substance Material Options > Cache Substance Textures. A new material node will be generated with the textures from substance applied, and the textures will be added to the resource view.

It isn’t a necessity to cache the textures, this is only if you want to use one of the generated textures as a normal texture, and apply a filter to it for example.

The output material can be applied to any node which accepts a material input, such as 3D ObjectsParticle Trails, or a Procedural Raytracer.

Parameters

These properties control the overall Substance Material settings.

ParameterDetails
Substance SBSSelected .sbsar material
Output WidthPixel resolution of the texture horizontally.
Output HeightPixel resolution of the texture vertically.

If your material contains modifiable parameters, all modifiable parameters will be present here

These properties control the core behaviours of the material using Physically Based Rendering (PBR) properties from a A Bidirectional Reflectance Distribution function. Changing the properties below can make a material appear more reflective, more dirty, or add more detail to the material surface. By using textures (either through the relevant inputs, or in the texture section), each of these properties can be modulated over a surface, for more complex material effects.

ParameterDetails
ColourThe colour of the material.
BrightnessHow much light the object absorbs and doesn’t reflect back into the scene.
Specular ColourThe colour of specular light reflected from the material.
Specular IntensityIntensity of the specular reflections
SpecularityHow much specular light is reflected from the object.
Specular AnisotropyChange the shape of the specular highlight.
EmissivenessHow much of a glow is emitted around the object. Requires “high dynamic range” to be turned on in the root.
Baked Diffuse IntensityIntensity of the texture supplied via the Diffuse channel - typically used for baked light maps.
Use Baked Diffuse Map As Ambient OcclusionSets Diffuse Map to become an ambient occlusion map
Fresnel Diffuse AmountThe brightness of the fresnel on the diffuse surface
Shadow Catcher ColourColour of the shadow catcher colour

These properties control how transparent the material is. Transparency isnt always supported with some of the more advanced lighting effects, so some experimentation may be needed.

ParameterDetails
AlphaChange the alpha value of the material.
Alpha ModeChange how the alpha image affects the material.
  • Opaque : The material is rendered solid, completely occluding any pixels behind it in the view.
  • Alpha To Coverage : The material is rendered solid, but alpha values are converted into a dither pattern to allow textured alphas to shape the output.
  • Alpha Blend : The material is rendered transparent and the Blend Mode is used to control blending.
Blend ModeChange how the material once added to an object blends with the scene. Only functions with Alpha Mode for details.
Alpha Sort BiasBiases the alpha sorting of the objects using this material, if they are transparent, so they are drawn earlier or later in the sorting order.
Refraction IORHow much the light is bent through a transparent surface.
AbsorptionHow much light is absorbed by a transparent surface.
Absorption ColourThe colour of the absorbed light on a transparent surface.
Transparent DiffuseThe transparency of the diffuse material.

These properties control a rim lighting effect, a Light which sits just behind the subject and adds a wrapping of liht around the mesh edges.

ParameterDetails
Rim Lighting EnabledSimulates Rim Lighting on the material with respect to the camera.
Rim Lighting Use Material ColourUse the Materials Colour instead of the Rim Lighting Colour.
Rim Lighting ColourSelect a colour to use for Rim Lighting. Overwritten by Material Colour with Use Material Colour Enabled.
Rim Lighting IntensityHow strong the Rim Lighting is.
Rim Lighting FalloffHow far the falloff for the Rim Lighting reaches.

These properties control the rendering settings for the material.

ParameterDetails
LitToggle whether the material can be lit by lights in the scene.
Casts ShadowsToggle whether the objects the material is applied to casts shadows.
ReflectionsChange what types of reflections will be reflected by the material.
  • Raytraced : Toggle whether Raytraced reflections will be applied to this material.
  • Voxel Cone : Toggle whether Voxel Cone lighting will be applied to this material.
  • Screen Space : Toggle whether Screen Space reflections will be applied to this material.
  • Probes : Toggle whether Probe reflections will be applied to this material.
  • Environment Mapping : Toggle whether Environment Map reflections will be applied to this material.
RefractionsToggle whether light can be refracted Inside the objects the material is applied to.
Shadow CatcherToggles converting the material into a shadow catcher material
Unseen By CameraToggle whether can be seen by the camera.
Back Face Cull ModeChanges which directions the face will be visible in.
  • Double Sided : Both sides of the material will be rendered to the surface.
  • Show Front Faces : Only the front side aligned with the normal will be rendered.
  • Show Back Faces : Only the back side opposite to the normal will be rendered.
Flip PolygonsToggles whether the polygons are flipped on the material
WireframeToggles whether the polygons are wireframe on the material
Flat Shade ColoursToggles whether the material colours are flat shaded

Thes properties comntrol how the surface of the material is displaced at rendereing, using normal maps, heightmaps, or both.

ParameterDetails
Normal SmoothnessChange how much smoothing is done to the edges of the object.
Smoothing AngleSets the smoothing angle of the mesh faces. The higher the smoother the result.
Normal Map StrengthChange how strong the normal map effect is. Only functions if a normal map is selected in the “normal map” attribute, and the normal map mode is set to “normal mapping”.
Normal Map ModeChange how the normal map affects the material.
Normal Map - Invert Normal XInvert the normal map along the X axis.
Normal Map - Invert Normal YInvert the normal map along the Y axis.
Normal Map - Invert Normal ZInvert the normal map along the Z axis.
DisplacementHow Much the displacement map affects the object.
Displacement OffsetOffset amount for the displacement maps
Parallax AmountHow much parallax in the displacement
Displacement - Use Polygons UVsToggles on and off
Displacement - Fix Tessellation SeamsToggles on and off

These properties allow textures to modulate the surfaces. Textures connected to the maaterials relevant input properties will overwrite these textures.

ParameterDetails
Colour TextureSelect a source image to add a colour texture to the material.
Normal MapSelect a source image to add a normal map to the material.
Specular MapSelect a source image to add a specula map to the material.
Diffuse MapSelect a source image to add a diffuse map to the material.
Displacement MapSelect an image to displace the mesh based on the luminescence values of the image. Can be used with the Subdivision Levels node.
Roughness MapSelect an image to control how rough different areas of the material are, based on luminance.
Alpha MapSelect an image to control the alpha values of different areas of the material, based on luminance.
Emissiveness MapSelect a source image to control how emissive an object is, based on luminance.

These properties control how the material applies to the mesh UVs.

ParameterDetails
UV Scale XScale the UV texture along the X axis.
UV Scale YScale the UV texture along the Y axis.
UV Offset XOffset the UV texture along the X axis.
UV Offset YOffset the UV texture along the Y axis.
Diffuse UV Scale XScale the Diffuse UV texture along the X axis.
Diffuse UV Scale YScale the Diffuse UV texture along the Y axis.
Diffuse UV Offset XOffset the Diffuse UV texture along the X axis.
Diffuse UV Offset YOffset the Diffuse UV texture along the Y axis.
Texture Filter ModeControls how textures used by the material are filtered - through point sampling, linear filtering or anisotropic filtering.
Texture Wrap Mode UControls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
Texture Wrap Mode VControls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
Diffuse Texture Filter ModeControls how textures used by the material are filtered - through point sampling, linear filtering or anisotropic filtering.
Diffuse Texture Wrap Mode UControls how textures used by the material are wrapped when the U value range exceeds 0 to 1.
Diffuse Texture Wrap Mode VControls how textures used by the material are wrapped when the V value range exceeds 0 to 1.
UV Remap FilteringToggles on and off
Texture Mip BiasSets the bias of the mip maps

These properties control a couple extra settings for the material which didn’t fit into other categories.

ParameterDetails
Motion Blur Velocity ScaleScale how much motion blur is affected by the objects movement.
Glow AmountControl how much the object glows.
DensityHow dense the material is. Used in sub-surface scattering, and glass shading.

These properties control how the material interacts with ray tracing, when used by a Rendering Node.

ParameterDetails
Use Global Settingstoggles off and on
Max Diffuse Depthsets the max diffuse depth
Max Glossy DepthSets the max gloss depth

These properties allow you to control how vertex colours are applied to meshes, and to other parts of the PBR pipeline.

These properties store the textures of the substance material once they have been cached.

ParameterDetails
Base colour TextureTexture Name
Normal TextureTexture Name
OpacityTexture Name
Roughness TextureTexture Name
Metallic TextureTexture Name
Ambient Occlusion TextureTexture Name
Height Texture TextureTexture Name

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