So in this video we're going to be looking at the Substance Designer User Interface and we're going to begin to start looking at the different parts of how things interact with each other while we're working within Substance Designer. First thing I'm going to do is I'm going to come over here to File, New, New Substance. Now the first thing you'll notice about this is that it's going to create a New Untitled Package and within that Untitled Package, we're going to have a New Untitled Graph. Now that's exactly what we see opened over here within Graphs Panel. Now over here we have Parameters, but the parameters are not going to be visible unless we have something selected and right now, what we want to select is the Overall Properties for this graph. So I'm just going to go ahead and click in the background, anywhere in the background of that graph and we're going to get these various different parameters that we can work with while we're working writhing this graph. So I just want to go ahead and twirl up Attributes so we can just focus on our Base Parameters because these are certainly the most important thing to be worried about when you're thinking about what to do with these parameters. The first thing that you need to understand about the way that Substance Designer works is that things are generally best if they're Relative to Parent because that's going to allow the most dynamic changeability of your substance. However there are times when you're going to want to have Absolute Properties set for various different parameters. So the way that we change from Relative to Parent is which is what all of these set to right now, with that little icon that you see, the sort of yellow box that's tracking down to a white box like so. That's Relative to Parent and that's the Default Status of all of these settings. But if we come over here and we just click that little Drop Down, you can see that we have the ability of setting Absolute. Now the idea with Absolute is that we can change these values to be whatever we want. So here I'm setting the Output Size width and height, independently of each other in power of 2 values. So I can go up or I can go down in power of 2. But if I go back to Relative to Parent, it's always going to change it's size based on what the parent size is. Now this is very important because again if you're set to an Absolute Size, when you go to dynamically change your substances outside of Substance Designer, you're not going to be able to because it's got an Absolute Size. So Relative to Parent allows us to have a dynamic size outside of Substance Designer, which is very important. Output Format, here we're Relative to Parent, if we change to Absolute, you can see that we can choose 8 bits per channel or 16 bits per channel. So again, this is something that's pretty useful but only in certain circumstances. So I'm going to leave that Relative to Parent, pixel size the same way, if we change to Absolute we can move these sliders to be whatever we want them to be but generally speaking we're going to want to leave it Relative to Parent. Tiling Mode, this one's a little bit more complex in the sense that we have more options, so if we go to Absolute, you can see that by default, when we're working in Substance Designer that Tiling is always going in both the horizontal and vertical directions. However, we can choose to have no tiling whatsoever or we can choose to only horizontal tile or only vertical tile. But like I say, generally speaking when we're working in Substance Designer, we expect things to tile in both the horizontal and vertical. And by leaving it at Relative to Parent that's exactly what we'll get. Below that we have a Random Seed Generator and we can of course change this to an Absolute Random Seed Value if we need that for some reason. However, generally speaking, Relative to Parent is going to serve our needs just fine. I'm going to go ahead and twirl that up so that we can maximize our screen real estate here and we're going to go ahead and look at the Attributes. Now the main function of the Attributes is to give you metadata that will be searchable when you're working with a large library of substances. So this can be very, very powerful when you're working outside of Substance Designer. Now some of these things will come back to be important while we're working in Substance Designer and I'll point those out to you as we're working but generally speaking think of these as being tools that you would use mostly outside of Substance Designer. So the first thing we have here is Identifier, well this is just another fancy way of saying the name, this is the name of the graph. So right now the, the graph's name is Untitled Graph, you can see that's reflected here in the tab and you can see that's reflected here, over here in our Packages Panel. So we can change that to whatever we want and then that would be reflected in both of these. Disable Outputs Computation, well the basic concept here is that when we have Output Nodes, we would have those computed automatically if we have this at Default, which is the Default value. If we do not want those to be computed all the time, meaning that we only want those computed when it's absolutely necessary, then we would set this to true and that might be a useful in certain circumstances. Although, generally speaking my preference is to leave it for false, pretty much all the time. Now below that we have Description and this can be any kind of description that you want to give to this graph. Below that we can assign a Category and a Label and these can be any values that you want them to be. We can put in your name or your company's name, we can put in your website or your company's website and then we can put in Tags. Now the idea with the Tags is that they could be as many different Tags as you want to assign to this graph. However each different item, meaning each word or collection of words that you want to make searchable needs to have a comma between them because that's the way Tags work. Below that we have User Data and this is more of a Custom Attribute that would be defined based on different implementations of Substance Air and what not. So generally speaking if you don't work within Substance Air or any implementation that uses User Data, you can pretty much ignore this field. Below that we have Inputs and the really important thing to understand about Inputs is this, when we're working at the graph level, which is where we're at right now, we're at the base graph level, these Inputs that would be listed here. Now there's no Inputs and the reason why is because there's nothing to modify but if we were modifying something, the Inputs that are listed here are going to be the things that are going to be dynamically changeable outside of Substance Designer. There are going to be hundreds and hundreds of Inputs as we're building our graph but only the things that we expose to here are going to be the things that people can see in things like Substance Player or within Unity or within 3D Studio MAX or Maya or whatever you're using, your substance is in. These Inputs here are the ones that are important because everything that's going on behind the scenes will not be exposed to the end user except what's listed here at the graph level. So you can see that being able to access these various parameters at the graph level is very, very important because ultimately it determines an awful lot of how people can interact with the substance once you get it out of Substance Designer. Now that we understand our base parameters for our, our base graph. I want to come back over here and look at our Packages Panel a little bit more closely in the next video.
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