Our Content Development Team has been churning out new PBR friendly materials over the past few releases. These are materials that include a combination of Normal Maps, AO Maps, Roughness Maps, and Metal Maps. We use a software specifically designed to generate custom materials for 3D Rendering called Substance Designer. The program leverages parametric values to control sizing, colors, pattern, and other elements to generate unique tile-able texture maps along with automatically producing the other relevant maps need to create the effects that you expect to see in PBR and Ray Trace views.
Our process includes generating individual materials then importing them into Chief Architect and distributing the catalogs that you download and use. This converts the parametric materials into static images that aren't as flexible as those that are created in the Substance Designer Program.
Much like the Client Viewer and 3D Viewer products that are available for use with Chief Architect, Substance offers a product that allows others to leverage the parametric files to create their own custom materials... without needing to be an expert of the full-fledged program. We would like to invite you to try it out and create your own custom materials from the file we've set up for Tile.
How does it work?
First of all, a healthy understanding of how materials work inside of Chief Architect is a good starting point, and we just happen to have a couple primer videos ready for you here.
Creating Custom Materials and Colors
Once you understand how Chief Architect behaves with different properties and maps, you can dig right in and make your own maps using Substance Player (a free download) and these source files we've set up to generate materials. Just download the Substance player from the link below and use it to open the builder SBSAR files you wish to work with. To assist, we have a quick video showing how to use Substance Player to get your custom maps into Chief Architect:
How to use Substance Player in Chief
Substance Player (Download)
(Dustin Cruz Edit: Some of these file are downloading with timestamps added to the front of the filename, they still work fine. example: 1888175955_WoodBuilderBeta.sbsar, we're looking into it!)
Wood Builder Beta.sbsar
Single Color Fabric.sbsar
We'd love to hear what you think. Is this useful? Are there other material types you'd like to try with the Substance Player tool? Voice any requests or questions here, or via e-mail to firstname.lastname@example.org .
Chief Architect is not affiliated in any way with the Substance Designer or Substance Player software programs. Chief Architect will not be able to offer any support for the Substance software products or files. Using the program and files is completely voluntary. Substance compatible files are provided simply as a gesture, with no guarantees, extended to give access to more material options for those who are interested.
I've searched over all materials in the library and in bonus libraries unable to find a wall material that alternates between skinny and wide planks. The closest material I can find is the "Board and Batten" siding which has fixed skinny battens and wide boards. I know about sizing the image but what I'd really like to find is a material that I can control for both plank sizes--say, 4" & 8", or 3" & 6", or 2" & 7", etc. Anyone have suggestions? Thanks, Tony.
Chief Premiere X13, Dell computer, 64-bit OS, 11th Gen, Core i9, Windows Pro 11.
I am trying to align the orientation of the materials on a base cabinet with both drawers and doors. When I use the material painter to apply "Teak" for example, to a standard vanity cabinet, the drawers and the doors are always 90 degrees off. If I rotate thee texture of the cabinet 90 degrees, they both rotate. I need to rotate the doors or the cabinets separately. I want both the drawers and doors to have the texture apply in the same vertical or horizontal orientation.
We're having an issue with a specific base cabinet not showing the correct color/texture. I was able to use the texture in a different file on another piece of cabinetry and we're able to use the texture to paint other materials in the file that the problem cabinet is in but this one specific cabinet is not rendering properly. The dbx says it's the 'Dark Wood' texture but it's not showing as that texture in the rendering. Anyone have a solution for this?
Attached pictures to show texture that's chosen vs how it's rendered.