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SUBSTANCECMF设计师创建新概念车辆内部可视化材质.pdf

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1、 CMF 设计师如何使用 SUBSTANCE 设计汽车内部材质 Nicolas Paulhac on September 26 2018 | Substance Designer, Stories, Scans, Design 随着Substance Source汽车材质的发布和X-Taon展示车(https:/ 我们与汽车零部件制造商 Faurecia(http:/ 这是一个很好的机会展示,在实际工业案例中 Substance 工具的使用。 此项目中,Allegorithmic 创意技术师 Anthony Salvi,Substance Source 资深技术美术师 Damien Bouss

2、eau 和 Faurecia 的色彩装饰设计师 Marion Buhannic,共同参与制作了此产品的高质成品渲染。 下面展示了每一步,从数码材质的创建,到 3D 座椅的纹理化,最终深入美化的过程。并且包含创建专业打包照明的提示和技巧。 首先,Faurecia 的色彩装饰设计师 Marion,将会告诉我们更多关于自己以及在 Faurecia项目的创意初衷。 Marion:CMF 设计师,或者叫色彩材质饰面设计师,是工业设计团队的一部分,在这里我们处理传送的所有材质。 我们定义了材质从皮革纹理的厚度到油漆的触感。 我们一直都在寻找新的趋势,创新的材质和饰面。我们与市场营销,社区交流和工程师团队紧

3、密合作,开发未来的内部设计以符合用户的需求和愿望。 我在高中毕业后就进入了 CMF 设计研究院,已经完成了一般的设计专业。然后我去了巴黎 的一家材质设计学院,在法国的北部,我拿到了硕士学位。 CMF 设计在汽车行业是具有挑战性的,部分原因是由于材质的高级规范。所以我们在选择材质的时候牢记生产成本的效率,就像我们在大规模制作一样。因此,每种材质都必须符合多个约束条件。 我并没有创建 3D 模型,但是我收到了设计师和工程师的数据。我还将 3D 数据用于日常CMF 工作的研究,提案,真实渲染和材质定义中。 令我感到沮丧的是, 我无法介绍和展示复杂汽车内部的实际材质是如何组合的。 我也错过了显示逼真的

4、 3D 图案的主动权,主要我现在只使用 2D 工具。 未来驾驶舱是 Faurecia 致力于未来动力研究的一类。根据未来自动驾驶汽车市场的需求,他们将致力于在未来几年创造出发展方向。 该座椅正预示着未来几年用于自动化汽车的技术和框架。 这一款采用经济实惠的汽车织物制作的现实主义座椅。 此座椅最主要的挑战就是识别和区分所有材质, 这些材质都在灰色阴影中。 该织物主要是小型编织结构,使其可视化更复杂。 在我之前所做的渲染中,成品看起来更像绘画而不是真实的照片。这是一个挑战。 1.扫描材质 Marion:之前我也曾多次扫描过材质,但是从未使用到合适的工具!我通常使用常规的扫描仪扫描材质,然后使用 P

5、hotoshop 创建无缝贴图。之后,修改贴图来创建合适的高光和凹凸贴图。 我的问题:依据扫描仪的数据我没有创建出真实的纹理。我只是更改了图片。拥有真实的数据不仅仅是一张简单的图像,可以明显提高虚拟材质的质量。 Damien Bousseau:真实感可视化座椅需要准确创建其材质。这就意味着创建每个材质表面, 从塑料颗粒和光泽程度到复杂的编织织物。 在此案例中,我们提选 Marion 从 Faurecia供应商处选择扫描的样本。这使我们能够准确的捕捉织物的每个细节。 以下是进展方式: 收集定性数据的关键是样本的准备。为了检索可用的贴图,需要摆脱织物上的小缺陷,譬如褶皱和不必要的绒毛。 样本准备好

6、后,我们将其放入扫描设备并生成不同的贴图,这将是数码材质的基础。 对于这个项目, 我们使用 Vizoo 扫描设备在应用的时候生成颜色 base color, 法线 normal和透明度贴图 opacity。完成后,我们即准备好使用 Substance Designer 创建数码材质。 2.在 Substance Designer 中进行扫描处理 Damien Bousseau:在 Substance Designer 中进行扫描处理能够快速创建无缝平铺的数码材质。可利用扫描处理专用模板,包含用于该过程所需要的所有节点。后期处理流程的入口点是扫描设备生成的贴图。 这就意味着你可以自由使用任何市场

7、上的任何扫描设备, 甚至是 DIY 自设。 这里是生成材质的主要步骤: 首先,使用 crop 剪裁工具以保持捕捉的原始面貌。 接下来,我们在 Smart Auto Tile 节点中集中处理所有贴图,这将允许我们在接缝处对齐织物纤维。结果是得到一个无缝拼接材质;这种材质可以复制到原始样本的大小而没有接缝。 然后我们处理一些其他问题, 例如纤维颜色, 色度排列, 织物样本中的孔等等。 Clone Patch节点有助于纠正织物中剩余的小瑕疵, 例如在扫描过程中不被人注意到的灰尘和毛发。 这个节点能让你复制和替换织物区域。当原始样本存在固有问题时,例如拉线,这个使用起来尤其方便。 Marion:我对虚

8、拟版本印象非常深刻。棘手的问题是展示材质对光线的反应。我们扫描了颗粒物和织物结构,这是具有挑战性的,所以我很欣赏能够远识别远距离的材质。 Damien Bousseau: 该过程的最后一步是创建可调整的材质。这允许微调材质的视觉属性。在这里,我们可以定义允许 Substance 材质变化的参数,以创建逼真的渲染。 例如, 座椅上最后的颜色组合可以不同于物理样本的颜色。 好处就是颜色和装饰设计师可以在数字世界中体验颜色,而不局限于样本的可用性。 现在,材质已经准备好应用于 3D 座椅模型。 Marion:我理解程序方法的极大可能性。当处理那些又费时又难以实现的复杂形状,不规则的纹理和随机图案的时

9、候,它将使过程变得很容易。 我希望 CMF 设计师能够自由的创建并快速的可视化我们的想法。这是我们日常工作的强大 创意资源。由于纹理的多功能性,这样更容易创建变体和替代品。 3.高光强度+比例(塑料与皮革) Marion:PBR 材质对我来说很熟悉,它对于真实感非常重要。例如,比例和光泽度是显示塑料和皮革材质之间差异的关键。 Anthony Salvi: 图像渲染真实感与缩放有关。 对于实际组成 3D 物体的数码材质尤其如此。 在物理样本的帮助下,我们设法精确的设定了皮革和塑料颗粒的大小,织物也是如此。微调彼此相关联材质的大小最好的方法是放大材质相连接的座椅区域。 这将允许我们匹配两种材质颗粒

10、度。实际上,眼睛直接看比较简单,相对于在没有参考模型的情况下进行判断。 每种材质的高光强度值是对于真实感的另一个关键方面。 高光强度是实现真实感一个关键。 定义金属 matallic/粗糙度 toughness, 当金属设置为 0,材质就被理解为电介质,并且菲涅尔反射值为零度角或者 F0 的反射率被设置为 4%。这适用于大多数的电介质材质,但是某些电介质会有不同的反射率或 IOR 指数。高光强度可以被用于覆盖在金属/粗糙度定义中使用的 4%的默认值。在这里,我们的皮革可以使用高光设置皮革材质的自定义强度。 为驱动此通道,仅添加一个新的 Output 节点,设置用法 usage 和 ID ide

11、ntifier 为SpecularLevel。 然后使用在灰度模式中的 Uniform Color 节点调整数值。 皮革的值为 60,塑料的值为 127,都是一个很好的起始点。 4.使用 iRay 进行照明和 HDR Marion:我和 Anthony 谈到了材质高亮显示,以及我们手中的材质如何对光线做出反应。就好像我们在照相馆一样。 我们就特定的图像格式达成共识,我们可以讨论视图的镜头点,以及关注最有趣的部分。 光线设置非常直观且易于理解。我需要 Anthony 帮助,在复杂的和无限可能中做出选择。专业摄影的经验对于深入了解该工具将是一大优势。 Anthony Salvi:物质和光线复杂的联

12、系在一起。尤其是当涉及到一个物体的时候 - 在此案例中是 Faurecia 的汽车座椅。 构图将指导镜头焦点,广角镜头,近景或者特写镜头的视角。旨在强调物体线条的动态,以显示其特征。 驱动镜头的角度也会加强物体的自然张力线。一旦设置了视角,我们可以继续照亮场景。 自从 Substance Designer 6 (https:/ HDRi。这允许你生成比例为 2:1 的图像(例如2048*1024),深度为 32 位。你可以在 Substance Designer 中使用内置模板制作自定义HDRs。 Substance Designer 将使用 HDR(32 位)来照亮 3D 场景。输出节点设置

13、为“panorama全景”,该用法在 Substance Designer 中提供了这种可能性。 只需右键单击节点输出并在 3D 视图中查看, 或者将缩略图拖放入 3D 视图中, 然后选择“纬度/经度 全景 Latitude/Longitude Panorama”以在 3D 视图中显示 HDR 贴图。 这个 HDR 贴图的优势在于以后可以在几乎所有的 3D 软件中重复使用。我们将 IRay 与Substance Designer 图表结合来设计照明。 就像框架,光线在图像结构中起着很重要的作用。光线是我们的工具来突出物体的细节,给予其深度,放大曲线,引导方向。这个座椅由 Faurecia 设计

14、,其中包含着许多材质,这些材质对光线的反应不同,并且提供了很强的视觉节奏感。 我们首先只使用一个光源和节点“Panorama Shape 全景形状”, 这将是我们的主要来源, 也被称为 Key Light 关键光。随着许多参数,节点“Panorama Shape 全景形状”非常适合创建灯箱,例如在真实摄影工作室中的那些。 你也可以改变它的位置,大小,以及直接在 2D 视图中旋转。这对于在 3D 视图中快速设置灯光以及查看结果非常方便。 然后使用热点和形状的设置,可以创建美丽的光线渐变以此提供给座椅的容积量。 一旦设置好主要灯光,我们可以通过第二个节点Panorama Shape 全景形状添加第

15、二个光源,在 Copy 模式中的 Blend 混合节点将其与第一个节点相关联。 第二个光源经常用于添加视觉感。 它是一种非常强大但是很有针对性的少许光线, 可以准时的增强主要光线。 最后,对于整个座椅的视图,我在整个 HDR 贴图的表面上添加了渐变光,以此给出整个物体和地面的反射基础。对于特写镜头来说,这并不是总是必要的。 Substance Designer 的巨大优势是可以快速建立光线设置通过视角。这为基本图像的创建添加了灵活性,可以快速迭代最适合我们整体的光线贴图。 有趣的是观察光线对皮革和塑料的反应有何不同, 即使它们都是黑色的。 由这些材质覆盖使精湛设计的座椅更加明显。 这是在 Su

16、bstance Designer 中完成的最终图表: 按照这一步又一步的教程,我们可以为每个视角创建一个光线,这就意味着在 Substance Designer 中每个镜头都有一个 HDR 贴图。 结论 Marion:我认为 Substance 是一种研究工具,也是一种渲染工具。我想用它来交流我的项目。 能够在产品完成之前提前以逼真的方法呈现最终物体是非常重要的, 以此来显示材质的外观和表现。 我可以肯定在接下来的项目中我会使用 Substance - 例如整个汽车内部。到目前为止,我发现在一个密闭的内部很难实现逼真的渲染,尤其是在较低区域设置较为复杂的光线。 想要进步一了解汽车方面中的 Su

17、bstance 的应用吗?看一下我们创建的的材质, 汽车内部 1 SUBSTANCE SOURCE 汽车材质 | 内部 &汽车内部 2 SUBSTANCE SOURCE 汽车材质 | 内部 专用于色彩和装饰设计师和专家们,或者直接浏览 Substance Source 上的汽车材质https:/ Allegorithmic 资源链接: 官网 https:/ 资源库 https:/ 问答论坛 https:/ 官网教程(需科学上网) https:/ https:/ 优酷教程 https:/ 中国区作品集: http:/ B 站视频 https:/ 免费共享社区 https:/ HOW CMF DE

18、SIGNERS ARE USING SUBSTANCE FOR CAR INTERIOR DESIGN Nicolas Paulhac on September 26 2018 | Substance Designer, Stories, Scans, Design Following the Substance Source automotive release and the creation of the X-Taon show car, we worked in partnership with automotive parts manufacturer Faurecia on the

19、 visualization of their new seat concept. This gives us a great opportunity to observe the use of the Substance tools in a real industrial case study. For this project, Anthony Salvi, Allegorithmic Creative Technologist, and Damien Bousseau, Substance Source, Senior Technical Artist, collaborated wi

20、th Marion Buhannic, Color and Trim Designer at Faurecia, to create the stunning renderings of the seat. They kindly agreed to show us a step-by-step deep dive into the process from the creation of the digital materials to the texturing of the seat in 3D. They also reveal their tips and tricks on the

21、 making of a professionally lit packshot. But first, Marion, Color and Trim Designer at Faurecia, will tell us more about herself and the genesis of the project at Faurecia. Marion: The CMF Designer, or Color Material Finish Designer, is a part of the Industrial Design team, where we work on all the

22、 materials of a vehicle. Here, we define the material from the thickness of a leather grain to the touch of the paint. We are constantly looking for new emerging trends, innovative materials, and finishes. Working closely with the Marketing, Communication and Engineering teams, we develop the future

23、 interiors fitting with the customers needs and wishes. I got into CMF Design studies right after high school, where Id already done a general Design specialization. I went to a material Design School in Paris, and in the north of France where I passed my Masters degree. CMF Design in the automotive

24、 industry is challenging partly due to the materials high-level specifications. We have to keep production cost efficiency in mind as we choose materials, just as we do with mass production. Therefore, each material has to comply with multiple constraints. I dont create the 3D model, but I receive t

25、he data from the designers or engineers. I also use 3D data for my daily CMF work for research, proposals, realistic renderings, and material definition. What is frustrating for me is to be unable to present and showcase how material combinations will look in the reality of a complex car interior. I

26、 also miss the autonomy of showing realistic 3D patterns, as I am using only 2D tools for now. Cockpit of the Future is a division of Faurecia working on tomorrows mobility. They create what will be on the road within the next few years according to the demands of the future autonomous car market. T

27、his seat is forecasting the future technologies and frames that could be used in autonomous cars in the next few years. It is a production realist seat made with affordable automotive fabrics. The main challenge rendering this seat was to recognize and differentiate all the materials, which are all

28、in shades of gray. The fabrics are mainly small woven structures, which is more complex to visualize. On the previous renderings that I did, this one looked more like a drawing than a photorealistic picture. This is the challenge. 1. Scanning Materials Marion: Id scanned materials many times before

29、but never with the proper tool! I used to scan materials with a regular scanner, and then Id use Photoshop to create a seamless texture. Then, I modified the texture to create suitable images for the specular and bump levels. My problem: I wasnt creating real textures from data taken from the scanne

30、r. I was only changing the picture. Having the real data and not only a simple image clearly improves the quality of the virtual material. Damien Bousseau: Visualizing the seat in a photorealistic way requires the accurate creation of its materials. This means reproducing each material surface from

31、the plastic grains and glossiness level to the intricate textile weaves. In this specific case, we opted to scan the samples Marion selected from Faurecia suppliers. This allowed us to capture every detail of the weave very accurately. Heres how we proceeded: The key to gathering qualitative data is

32、 the preparation of the sample. Getting rid of the small defects on fabrics like wrinkles and unwanted fluff is required in order to retrieve usable maps. Once the sample is ready we place it in the scanning device and generate the different maps that will be the base of the digital material. For th

33、is project, we used a Vizoo scanning device that generates a base color, normal, and opacity map when relevant. With this done, were now ready to create a digital material with Substance Designer. 2. Scan processing in Substance Designer Damien Bousseau: Processing the scan in Substance Designer wil

34、l enable you to create a tileable digital material. There is a dedicated template available with all the nodes you will need for the process. The entry point of the post-processing pipeline is the maps generated by your scanning device. This means that youre free to use any scan devices on the marke

35、t, even DIYs. Here are the main steps to generate the materials: First, the crop tool is used in order to keep the original aspect of the capture. Next, we process all the maps together in the Smart Auto Tile node, allowing us to align the fabric fibers at the seams. The result is a tileable materia

36、l; this material can be replicated beyond the size of the original sample without visible seams. Then we clean up some other issues, such as fiber color, chromatic arrangement, holes in the fabric sample, and so on. The Clone Patch node is helpful to correct the remaining small defects of the fabric

37、, like dust and hairs that went unnoticed during scanning. This node enables you to copy and replace areas of the weaves. This is particularly handy when the original sample has an inherent issue, such as pulled threads. Marion: Im quite impressed by the virtual version. The tricky part is revealing

38、 how the materials react to light. Weve scanned small grains and fabric structures, which are challenging, so I appreciate being able to recognize the materials from a long distance. Damien Bousseau: The last step of the process is the creation of the tweakable material. This will allow us to fine-t

39、une the visual properties of the material. Here we can define the parameters that will allow variations of the Substance material in order to create photorealistic renderings. For instance, the final color combinations of the fabrics on the seat can be different from the color of the physical sample

40、. The benefit is that color and trim designers can experiment with colors in the digital world without being limited to sample availability. The materials are now ready to be applied to the 3D model of the seat. Marion: I understand the great possibilities of the procedural approach. It would make l

41、ife easier when working on complex shapes, irregular textures, and random patterns which are time-consuming and difficult to achieve. I want to see more freedom for CMF Designers to create and quickly visualize what we have in mind. This would be a strong creative asset for our everyday work. As tex

42、tures are versatile, its easier to create variations and alternatives. 3. Specular Level + Scale (Plastic vs. Leather) Marion: PBR was familiar for me, and has always been very important for realism. Scale and glossiness are key to being able to show the difference between a plastic and a leather ma

43、terial, for instance. Anthony Salvi: The key to image rendering realism is linked to scale. This is particularly true for the digital materials that actually compose the 3D object. With the help of the physical samples, we managed to precisely set the scale of leather and plastic grains, as well as

44、fabrics. A good way to fine-tune the scale of the materials relative to each other was to zoom in on an area of the seat where materials connect. This allowed us to match both material grain scales. Indeed, its much simpler for the eye to compare rather than to judge without reference to the model.

45、The other critical aspect to material realism comes from the value of each materials specular level. The specular level can be vital in achieving realistic results. With the metallic/roughness definition, when the metallic is set to 0, the material is understood to be a dielectric and the reflectanc

46、e value at the Fresnel zero angle, or F0, is set to 4% reflective. This works for most common dielectric materials, but some dielectrics can have a different Index of Refraction, or IOR. The specular level can be used to override the default 4% value used in the metallic/roughness definition. Here,

47、we have a leather and we can use the specular level to set a custom level for the leather material. To drive this channel, just add a new Output node and set the usage and identifier to specularLevel. Then, adjust the value by using a Uniform Color node in Grayscale Mode. A value of 60 is a good sta

48、rt for a leather and 127 for a plastic. 4. Lighting & HDR using iRay Marion: With Anthony, we talked about the materials to highlight, and how the materials we had in our hands were reacting to light. We worked as if we were in a photo booth. As we agreed on a specific image format, we could discuss

49、 the cameras point of view and what would be the most interesting part to focus on. The lighting setup was quite intuitive and easy to understand. I needed help from Anthony to choose between the complex and infinite possibilities. An experience in professional photography would be quite an advantag

50、e to dive deeper into the tool. Anthony Salvi: Matter and light are intricately linked together. Even more so when it comes to staging an object - in this case, the Faurecia car seat. The composition will guide the point of view of the camera, wide shot, close shot or close-up. The goal is to emphas

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