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Gumroad – SoMuchMaterials

3D models, Objects, Textures, Projects and Materials

 
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  • Saadedin
    Thread Author
    Administrator
    • Sep 2018 
    • 35641 
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    Gumroad – SoMuchMaterials

    Update 6, 2/10/20

    SoMuchMaterials is a collection of material generators for Substance Painter to fast track hand painted looks from baked high poly models. The package currently includes these generators:

    SoMuchMaterials gets 2 new generators!

    SoMuchOverlays: Diffuse output to push color into your materials quickly!
    SoMuchWarframe: Diffuse, Metal, Roughness, Tint and Emissive outputs.
    SMM_SoMuchRoughness: Diffuse, Metal and roughness texture outputs!
    SMM_SoMuchSpecular: Diffuse, Specular and Gloss texture outputs!
    SMM_SoMuchDiffuse: Material baked down to Diffuse texture only!
    SMM_SoMuchDota2: Diffuse, Metallic, Emissive, Specular, Glossiness, Detail, Fresnel, Rim light, and Tint Specular texture outputs specifically meant for DOTA 2 character pipeline.

    Features
    Presets: Edit Me, Base Neutral, Base Fabric, Base Metal, ME Bronze Patina, ME Copper Soft, ME Gold Crazy, ME Gold Warm, ME Gold Saturated, ME Silver Soft, ME Silver Warm, ME Silver Green, ME Tin Green, FA Silk Shiny, FA Cotton Warm, OR Bone Zone, OR Hair Red, SK Human Shiny, SK Human Brosnan, SK Blood Elf, SK Dranei, SK Goblin, SK Gremlin, SK Poison Frog, SK Troll Blue, SK Orc, SK Night Elf, SK Rook Green, SK Vampire Blue, SK Franken

    SoMuchOverlays specific Presets: Overlay Warm, Overlay Cool, Multiply Warm, Multiply Cool, Dodge Warm, Dodge Cool, Hard/Soft Light Warm, Hard/Soft Light Cool, AddSub Warm, AddSub Cool

    SoMuchWarframe specific presets: Warframe Plate Base, Warframe Plate Shiny, Warframe Fabric Base, Warframe Fabric Matte, Warframe Metal Clean, Warframe Metal Dirty, Warframe Plate No Tint, Warframe Metal No Tint

    Dota Mask Presets: Fabric Flat, Fabric Shiny, Skin, Metal Flat, Metal Matte, Metal Shiny

    Is Metal: (SoMuchRoughness only): Is Metal: (SoMuchRoughness only): Setting this to true will turn your metalness value to white and blend some of the specular color into your diffuse. False will set it black and skip the blend

    Normal Format: Set which direction your green channel faces. DirectX = downward facing, OpenGL = Upward facing

    Diffuse
    Diffuse Color: Sets the base color for diffuse baker.

    Shadow Color: Sets the color Multiplied over the diffuse color to create the diffuse gradient.

    Shadow Spread: Controls the center point of the diffuse gradient

    Gradients

    Cavity
    Enable Cavity: turns on and off the cavity features.

    Enable Soft Cavity: turns on and off the softened cavity features.

    Cavity Color: Sets the color used the cavity mask.

    Cavity Clipping: Sets the reference value for cavity mask.

    Cavity Contrast: Sets the contrast of the cavity mask

    Worldspace Intensity: Sets the opacity of a mask clearing the highlight side of a cavity detection

    Curvature Blur: Blurs the entire curvature mask. This is applied before the world space mask is added.

    Smooth curvature Opacity: Controls the amount a soft blurred version of the cavity is brought in.

    Top Down
    Enable Diffuse Gradient: Turns on and off the top down gradient features.

    Invert Mask: Inverts the top down mask. Us this to switch Left to Right or Top to Bottom.

    Gradient Type: Sets the type of gradient used in the position gradient. Options include a position Top / Bottom and a light gradient.

    Diffuse Gradient Color: Sets the color of the position gradient

    Diffuse Gradient Spread: Sets the contrast on the position mask.

    AO
    Use Ambient Occlusion: Turns on and off the ambient occlusion features.

    Occlusion Color: Sets the color multiplied in by the ambient occlusion features.

    Occlusion Spread: Sets the contrast of the ambient occlusion.

    Select Gradient
    Enable Gradient: Turns on or off the Selected Gradient feature

    Invert Mask: Inverts the mask used for the Selected Gradient color

    Gradient Type: Worldspace Lit, Position L/R, Position T/B, Position F/B Worldspace L/R, Worldspace F/B, Worldspace T/B

    Gradient Spread: Contrast for the Selected Gradient Mask

    Thickness
    Enable Thickness: Turns on and off the thickness features.

    Thickness Color: Sets the color blended in by the thickness feature.

    Thickness Spread: Sets the contrast of the thickness mask.

    Specular
    Enable Specular: Turns on and off ALL settings in the specular features

    Enable WSN Mask: Turns on and off the World Space underside mask. This mask is used to restrict the specular highlight from lighting the underside of a model.

    Number of Lights: Sets the number of lights used in the light rig. 18 are valid settings, decimals will be rounded up. The lights are distributed evenly around the entire model.

    Specular Rig Height: Sets the vertical angle of all lights in the light rig.

    Specular Light Rotation: Sets the horizontal rotation of all lights in the light rig.

    Specular Color: Sets the color of the base specular highlight.

    Specular Intensity: Sets opacity of all specular features.

    Specular Exponent: Sets the gloss value of the base specular highlight.

    Use Roughness Slider: (SoMuchRoughness only) Override the preset roughness values to give yourself a base intensity slider. Use Roughness Slider: (SoMuchRoughness only) Override the preset roughness values to give yourself a base intensity slider

    Effects
    Blur Specular: Blurs the base specular highlight to eliminate some artifacting that may occur.

    Cavity
    Cavity Intensity: Opacity of specular cavity feature.

    Spread: Contrast of the specular cavity feature.

    Edges
    Enable Specular Edge: Turns on and off the specular edge feature.

    Edge Color: Sets the color of the specular edge highlight feature.

    Edge Exponent: Sets the gloss value of the specular edge feature.

    Underlight
    Enable Specular Underlight: Turns on and off the specular underlight features.

    Underlight Gradient Top: Sets the top color in the underlight gradient.

    Underlight Gradient Bottom: Sets the bottom color in the underlight gradient.

    Underlight Intensity: Set s the opacity of the underlight feature.

    Underlight Gloss: Sets the contrast of the mask exposing the underlight gradient.

    Underlight Spread: Sets the center point of the underlight gradient.

    DOTA (SMM_DOTA ONLY)

    Metalness
    Override Base Metalness: Enables Metalness Intensity.

    Base Intensity: Base value for metalness mask.

    AO Intensity: Opacity of occlusion being blended into metalness.

    Edge Intensity: Opacity of edge highlights blended into metalness.

    Glossiness
    Invert Edge Wear: Inverts the edge highlights in the gloss texture.

    Edge Intensity: Opacity of the edge highlights blended into Glossiness.

    Edge Spread: Contrast for the edge highlights in Glossiness.

    Tint By Diffuse
    Override Base Tint: Enables Tint Intensity.

    Tint Intensity: Base value for Tint mask.

    Edge Intensity: Opacity of the edge highlights blended into Tint mask.

    Rim
    Override Base Rim: Enables Rim Intensity.

    Rim Intensity: Base value for Rim Mask.

    Edge Intensity: Opacity of the edge highlights blended into the Rim mask.

    AO Intensity: Opacity of the ambient occlusion blended into the Rim Mask.

    Emissive
    Use Emissive: Turns on Emissive FX.

    Intensity: Value of the Emissive mask itself.

    Color: Value blended into diffuse by the emissive mask.

    Invert Emissive AO: Inverts the ambient occlusion mask inside the emissive mask.

    Invert Lighting: Inverts the bottom up lighting inside the emissive mask.

    Contrast: Spread of the Emissive mask.

    Fresnel
    Fresnel Intensity: Base intensity for the Fresnel Mask.

    Detail
    Use Emissive Lighting for Detail: Enables use of the emissive textures mask for detail map mask.

    Detail Intensity: Sets the base value of the detail mask.

    Post Process

    Cel Shading
    Use Cel Shader: Turns on and off the cel shader features.

    Cel Highlight Color: Sets the color multiplied into the highlight side of the cel shading effect.

    Cel Shadow Color: Sets the color multiplied into the highlight side of the cel shading effect.

    Cel Bias: Sets the center point of the cel shading effect.

    Cel Softness: Sets the softness of the shadow edge the cel shader creates.

    Highlight HSL
    Enable HSL Post: Turns on and off the hue, saturation and lightness post process features.

    Hue: Shifts the hue of the isolated range.

    Saturation: Shifts the saturation of the isolated range.

    Lightness: Shifts the lightness of the isolated range.

    Highlight Clip: Isolates the range above this value for hue, saturation and lightness.

    Highlight Contrast: Sets the contrast of the isolated range.

    Override
    Override Use Baked Lighting: When this is on, the texture will be baked into a single diffuse texture. When off, it currently splits into Diffuse/Specular/Gloss

    Override Gloss: The slider will change the value range used for your gloss. Only edit this if your gloss values are coming into your engine of choice too bright or dark. You should not have to touch this. Also note: this material needs to be the same on each material so you get consistent gloss.

    Override Use Baked Spec: Enable to get heavy handed lighting mask into your spec. Useful for tinkering with extreme styles.
  • lesamis
    Free Membership
    • Mar 2020 
    • 18 

    #2
    جزاك الله كل خير
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    • gada.-1
      Free Membership
      • Mar 2019 
      • 1201 
      • 393 

      #3
      جزاك الله كل خير
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