
Creating a linear gradient in Substance Painter is a simple process that yields a smooth, interpolated result. This process generates a transition from black to white between two points in 3D space, with the option to manually enter the exact position of each point. Users can choose between UV and World Space Positions, with the former working best when set in 2D view. The gradient can be further customized by setting the tiling and rotation to desired values.
Characteristics | Values |
---|---|
Tiling | 1-16 |
Rotation | 0°, 90°, 180°, 270° |
Points Position Mode | UV Positions, World Space Positions |
Point 1 | Start Point of the gradient. Can be 2D or 3D Coordinates based on Position Mode |
Point 2 | End Point of the gradient. Can be 2D or 3D Coordinates based on Position Mode |
What You'll Learn
Choose the start and end points of the gradient
When creating a linear gradient in Substance Painter, choosing the start and end points is a crucial step. These points, known as "Gradient Points," define the transition from one colour to another in 3D space. The start and end points can be positioned in either UV Space (2D coordinates) or 3D coordinates, depending on your preference and the specific requirements of your project.
In Substance Painter, you have the flexibility to choose whether your gradient will transition in a 2D or 3D space. When working in 2D, the UV Positions mode is typically recommended as it simplifies the process of setting up your gradient points. This is especially useful when you want to define the gradient in a 2D view, allowing for easier manipulation and visualisation of the gradient's direction and intensity.
On the other hand, if you opt for 3D coordinates, you'll be working in World Space Positions mode. This mode enables you to manually input the exact position of each gradient point in three-dimensional space. It provides more precise control over the placement of the gradient within your scene or object.
When determining the start and end points, consider the desired effect and visual flow of your gradient. The start point, also known as Point 1, marks the beginning of the transition, while Point 2 signifies the end. You can input these points using either 2D or 3D coordinates, depending on the selected Position Mode.
For example, if you want to create a vertical gradient that transitions from top to bottom, you would set the start point at the top-left corner of your canvas (in 2D space) or specify the desired height coordinate (in 3D space). Conversely, the end point would be placed at the bottom-right corner or defined by the corresponding coordinates.
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Select UV or 3D coordinates for each point
When creating a linear gradient in Substance Painter, you have the option to select UV or 3D coordinates for each point. This allows you to define the exact position and behaviour of the gradient within your project. Here's a detailed explanation of these options:
UV Coordinates:
UV coordinates are used in UV mapping, a process that assigns 2D coordinates to the 3D surfaces of a model. In Substance Painter, UV coordinates are utilised in the UV Projection, which is a 2D projection that offers controls to move, rotate, and scale an image. When working with UV coordinates, you can manipulate the texture and material within the projection using UV transformation settings. This option is ideal when you want to work in a 2D space and have precise control over the mapping of your gradient.
To work effectively with UV coordinates in Substance Painter, it's important to ensure proper UV unwrapping and export settings. For example, when exporting from Blender, make sure to select the "Selected Object" option or choose specific objects to be included in the export file. This helps avoid issues with unnecessary objects affecting your Substance Painter project.
3D Coordinates:
3D coordinates, or World Space Positions, allow you to define the position of the gradient points in 3D space. This option is useful when you want to manually enter exact positions for your gradient within the 3D environment. By choosing 3D coordinates, you can create a volumetric gradient that transitions between two points in 3D space, effectively generating a transition from black to white.
When selecting UV or 3D coordinates for each point, consider the specific requirements of your project. If you're working with a complex model or prefer to work directly in 3D space, 3D coordinates might be the better choice. On the other hand, if you're focusing on texture mapping or require precise control over the 2D projection, UV coordinates would be more suitable.
By understanding the differences between UV and 3D coordinates, you can make an informed decision about which coordinate system to use for each point in your linear gradient. This flexibility in Substance Painter empowers you to create gradients that seamlessly integrate with your 3D models and textures.
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Set the number of tiles for the gradient
When creating a linear gradient in Substance Painter, you can set the number of tiles for the gradient by adjusting the "Tiling" setting. This setting determines the number of times the gradient result will repeat or tile.
For example, if you set the Tiling value to 2, the gradient will repeat twice, creating a seamless transition between the two colours. This is especially useful when you want to cover a large area with a gradient effect, as it allows you to extend the gradient smoothly across the desired surface.
The Tiling setting in Substance Painter offers a range of values from 1 to 16. Choosing a value of 1 would mean no repetition, resulting in a single instance of the gradient across the object. On the other hand, selecting a higher value like 16 will create a highly repetitive pattern, with the gradient repeating numerous times across the surface.
By adjusting the Tiling setting, you can control the frequency and repetition of the gradient effect. This flexibility allows you to create a variety of visual outcomes, from subtle transitions to intricate patterns, depending on your creative vision and the specific requirements of your project.
It's important to note that while the Tiling setting influences the number of repetitions, it does not affect the colours or the smoothness of the transition between them. The colours used in the gradient and the smoothness of the transition are determined by other settings and adjustments within the gradient creation process in Substance Painter.
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Rotate the gradient to a predefined angle
To rotate the gradient to a predefined angle in Substance Painter, you can follow these steps:
Firstly, understand that the rotation angles available are 0°, 90°, 180°, and 270°. These are the standard angles that will be used to rotate the gradient. You can select the desired angle based on the specific requirements of your project or design.
When working with gradients in Substance Painter, the rotation of the gradient is an important aspect that determines its orientation and alignment in relation to your project. Rotating the gradient allows you to create different visual effects and can be a powerful tool for achieving specific designs or patterns.
To rotate the gradient, you will need to access the "Rotation" setting within the gradient options. This setting allows you to choose the desired angle of rotation. Select the angle that aligns with your design needs. For example, rotating the gradient 90° will create a vertical orientation, while rotating it 180° will flip the gradient horizontally.
By rotating the gradient to a predefined angle, you can achieve consistent and precise results. This technique is particularly useful when creating patterns, textures, or designs that require a specific orientation. It allows you to control the direction and placement of the gradient effect, ensuring that it aligns perfectly with your project's requirements.
Additionally, rotating the gradient can be combined with other settings and adjustments to create more complex and unique effects. You can experiment with different rotation angles and explore the visual outcomes to achieve the desired look for your project in Substance Painter. Remember that the rotation of the gradient is just one aspect of creating compelling and realistic materials or designs in your digital artwork.
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Use with other nodes, like Histogram Scan
The Gradient Map node in Substance 3D Designer is a versatile tool that can be used for Grayscale-to-Color conversion or to remap grayscale input to a custom-colour ramp. It can be used in conjunction with other nodes, such as Histogram Scan, to create complex gradients.
To begin, you can set the position of pins along the gradient bar, with each pin representing a colour at a specific position. The position of each pin can be adjusted using the Position parameter, which accepts values between 0 (start of the gradient) and 1 (end of the gradient). This allows for precise control over the colour transition. Additionally, the Gradient Eyedropper feature enables you to create intricate gradients by simply drawing a line on a reference picture.
The interpolation modes available in the Gradient Map node further enhance your ability to customise the gradient. The default interpolation mode applies a simple linear interpolation between pins, resulting in a uniform progression. However, you can also experiment with other modes, such as smoothstep interpolation, which enables you to adjust the smoothness of the curve between points. This gives you the power to create seamless transitions that suit your specific needs.
When using the Gradient Map node with other nodes like Histogram Scan, you can explore more advanced techniques. For example, you can utilise the Histogram Scan node to create a black-and-white linear gradient, which serves as a foundational element for more intricate patterns. By combining this with the Gradient Map node, you can introduce colours and customise the transition between them. The tiling and rotation settings in the Gradient Map node allow you to control the repetition and orientation of the gradient, adding another layer of customisation.
Overall, the Gradient Map node in Substance 3D Designer is a powerful tool that, when combined with other nodes like Histogram Scan, unlocks a wide range of possibilities for creating complex and visually appealing gradients. With its custom colour ramps, interpolation modes, and seamless integration with other nodes, the Gradient Map node empowers artists and designers to bring their creative visions to life.
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Frequently asked questions
A linear gradient effectively generates a transition from one colour/texture to another between two points in 3D space.
You can create a simple black-and-white linear gradient by using the Gradient Linear 1 node. This gives a perfectly smooth, interpolated result for a perfect gradient transition.
You can set the amount of times your gradient result tiles by adjusting the Tiling settings. For example, setting Tiling to 16 will make your gradient tile 16 times.
You can rotate your gradient along a predefined angle by adjusting the Rotation settings. The options are 0°, 90°, 180°, and 270°.
You can choose whether your Gradient Points work in UV Space (best for setting them in 2D view) or in 3D coordinates if you want to manually enter an exact position. Then, simply select Point 1 and Point 2 as your start and end points, respectively.