Substance Materialize and Substance Materialize PBR

The Substance Materialize node allows you to easily create realistic material textures based on your own image inputs. When you add a Substance Materialize node to the Action schematic, you'll notice the familiar Substance tree of maps and shaders. Simply specify your input image, as well as optional Details, Grunge, and Relief maps, and use the menu settings to fine-tune the results.

PBR or Not?

Substance Materialize is available in two flavours, Substance Materialize and Substance Materialize PBR.

The option you choose is based mostly on your shading approach, or the results you are trying to achieve. Non-PBR shading is usually easier (but not always!) to set up and troubleshoot. Also, Substance Materializes is compatible with Allegorithmic's Bitmap2Material (B2M) version 2.2.

But if you plan on working with shader nodes using the Physically Based shader mode, then you must use the PBR version of Materialize. The textures output from the Substance PBR are made to integrate with a Physically Based Shader, especially when coupled to IBL Maps. Finally, Substance Materialize PBR, is compatible with Allegorithmic's Bitmap2Material (B2M) version 3.

Initial sphere geometry

Input image: Single-frame .tif photo of rusty screws in a wall.

Result after applying inputs and various Substance settings.

Note: If you access Action as a Timeline FX, you are limited to one front/matte media, and therefore may not get the desired result. In this case, you can access Action from Batch or Batch FX, or from the Tools tab.

Substance Materialize Usage Tips

Substance Materialize PBR Usage Tips

Materialize PBR inputs:

The Substance menu is somewhat different than if you added a Substance Texture preset. The Texture tab is similar, but the Parameters drop-down list allows you apply settings in a number of different areas and controls the contribution from each map.

Tip: The Object View (F8) can also be used to visualize the output maps.

See the tooltips (or the Substance B2M Help site) for help with each setting. But here are the descriptions for some of the most important settings.

Global menu

Diffuse | Base Colour 2

Roughness | Glossiness

Relief

And if you texture is to have any sort of metallic material, you need to set the Metallic options. you can do this by providing an optional metallic map. If none is available, you need to key it from the main_input image.

To key main_input to create a Metallic map:

  1. Select main_input, and display it in the Object View (F8).
  2. Select the Substance node, and display the Metallic | Specular menu.
  3. Click Metal from Diffuse and pick the metal's colour from the main_input displayed in the Object View.
  4. Select the Metallic map, and display it in the Object View (F8).
  5. Set Metal from Diffuse Keying, where X is the range of the key, and Y is the softness of the keyer. Clamp using the Metal Minimum Value, if required.
  6. Display the result in the viewport (F4).
  7. In the Substance node, display the Roughness | Glossiness menu, and use Metal Roughness to achieve the desired effect.

These maps could be reused unto other images. Does not need to be a still frame!