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      SoMuchMaterials

      With this release, SoMuchDiffuse is now a lot bigger! You can now use the same presets and parameters you’ve been using but generate Diffuse, Specular and Gloss textures in SoMuchDiffuse’s bigger brother SoMuchSpecular! With this addition comes a name change to the pages and the package.

      SoMuchMaterials is a collection of material generators for Substance Painter that can take high poly sculpted data and bake material information down into either a single diffuse texture or spec/gloss/diffuse materials.

      IMPORTANT: The presets are currently only available for Substance Painter 2018. They will be available in future updates.


      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


      Input

      Full Material

      Diffuse Only

      Specular Only


      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.

      Cavity Color: Sets the color used the cavity mask.

      Cavity Clipping: Sets the reference value for cavity mask.

      Cavity spread: Sets the contrast of the cavity mask

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


      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.


      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.


      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.

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