Uploaded August 2026 | Updated September 2026, 2 weeks ago
Based on your reference image, the wood has a **clean, hand-painted Ghibli/Overwatch-style aesthetic**—characterized by chunky, beveled edges, broad wood grain (no micro-noise), soft gradients, and warm tones.
Here is a step-by-step layer stack and workflow to achieve this exact look in **Substance Painter**:
---
## 1. Mesh Prep & Baking (Crucial for Stylized Shading)
Before painting, ensure your mesh has:
* **Chunky, soft bevels or sculpted edge trims** (as seen on the dock posts).
* **Baked Maps:** Bake at least **Curvature**, **Ambient Occlusion**, **World Space Normal**, and **Position** maps. Stylized generators rely heavily on these.
---
## 2. Substance Painter Layer Stack (Bottom to Top)
### **Step 1: Base Tone (Warm Mid-Tone)**
* Create a **Fill Layer** (Color, Roughness).
* **Color:** Warm, saturated mid-brown (sample from the dock in your reference).
* **Roughness:** Set around `0.55 – 0.65` (stylized materials look best with a smooth, soft satin response, not overly glossy or ultra-rough).
### **Step 2: World/Position Gradient (Baked Lighting)**
* Create a **Fill Layer** with a slightly darker, warmer brown (Color only).
* Add a **Black Mask** $\rightarrow$ add a **Generator** (**Position** or **3D Linear Gradient**).
* Set the gradient to fade from bottom (dark) to top (light). This grounds the props and gives them that painted, sunlit look.
### **Step 3: Stylized Wood Grain & Notches (Broad Strokes)**
- Avoid realistic fine wood noise. The reference uses broad, soft vertical grain lines and subtle chisel marks.
* Create a **Fill Layer** (Color: slightly darker brown, Height: slightly negative, e.g., `-0.02`).
* Add a **Black Mask** $\rightarrow$ add a **Fill** effect using a stylized procedural (e.g., `Directional Noise`, `Anisotropic`, or `Wood American Cherry` with heavy blur/low scale).
* Add a **Blur** filter to soften high-frequency noise.
* *Alternative (Best control):* Paint vertical broad grooves manually using a soft round brush with Pen Pressure on flow.
### **Step 4: Crevices & Ambient Occlusion (Cavity Shading)**
* Create a **Fill Layer** with a rich, dark warm tone (Color + Roughness).
* Add a **Black Mask** $\rightarrow$ add a **Curvature** or **Mask Editor** generator.
* Set it to isolate cavities/recesses only.
* Blend mode: Set the base color to **Multiply** at `60-80%` opacity to deepen splits, planks, and underside corners.
### **Step 5: Soft Edge Highlights (Curvature)**
* Create a **Fill Layer** (Color only: a pale, slightly desaturated warm cream/tan).
* Add a **Black Mask** $\rightarrow$ add a **Curvature** generator (or **Mask Editor** $\rightarrow$ Curvature: Convex).
* **Important:** Add a **Blur** filter (`0.5 - 1.0`) on top of the mask so the edge highlight looks hand-blended and soft, rather than a sharp procedural edge scratch.
### **Step 6: Top-Facing Sunlit Tint**
* Create a **Fill Layer** with a soft golden-yellow/warm tint.
* Add a **Black Mask** $\rightarrow$ add a **Light** generator (Direction: pointing straight down along Y-axis).
* Lower the layer opacity to `15-25%` and set blend mode to **Screen** or **Overlay**. This replicates the warm top surface seen on the dock planks.
---
## 3. Key Golden Rules for this Style
| What to Do | What to Avoid |
| --- | --- |
| **Keep roughness uniform & smooth** across large areas. | High-frequency roughness noise or gritty finger-smudges. |
| **Use warm color transitions** (cool shadows $\rightarrow$ warm/sunlit tops). | Pure grayscale shadows and pure black AO. |
| **Large, simplified shape breaks** (thick cuts, chunky ends). | Tiny, realistic hairline cracks or splinters. |
| **Soft edge highlights** that feel hand-painted. | Sharp, photorealistic edge-wear generators. |
---
Would you like tips on setting up stylized water interactions (wetness/waterlines at the base of the wood) or sculpting the base meshes for this style?
Based on your reference image, the wood has a **clean, hand-painted Ghibli/Overwatch-style aesthetic**—characterized by chunky, beveled edges, broad wood grain (no micro-noise), soft gradients, and warm tones.
Here is a step-by-step layer stack and workflow to achieve this exact look in **Substance Painter**:
---
## 1. Mesh Prep & Baking (Crucial for Stylized Shading)
Before painting, ensure your mesh has:
* **Chunky, soft bevels or sculpted edge trims** (as seen on the dock posts).
* **Baked Maps:** Bake at least **Curvature**, **Ambient Occlusion**, **World Space Normal**, and **Position** maps. Stylized generators rely heavily on these.
---
## 2. Substance Painter Layer Stack (Bottom to Top)
### **Step 1: Base Tone (Warm Mid-Tone)**
* Create a **Fill Layer** (Color, Roughness).
* **Color:** Warm, saturated mid-brown (sample from the dock in your reference).
* **Roughness:** Set around `0.55 – 0.65` (stylized materials look best with a smooth, soft satin response, not overly glossy or ultra-rough).
### **Step 2: World/Position Gradient (Baked Lighting)**
* Create a **Fill Layer** with a slightly darker, warmer brown (Color only).
* Add a **Black Mask** $\rightarrow$ add a **Generator** (**Position** or **3D Linear Gradient**).
* Set the gradient to fade from bottom (dark) to top (light). This grounds the props and gives them that painted, sunlit look.
### **Step 3: Stylized Wood Grain & Notches (Broad Strokes)**
- Avoid realistic fine wood noise. The reference uses broad, soft vertical grain lines and subtle chisel marks.
* Create a **Fill Layer** (Color: slightly darker brown, Height: slightly negative, e.g., `-0.02`).
* Add a **Black Mask** $\rightarrow$ add a **Fill** effect using a stylized procedural (e.g., `Directional Noise`, `Anisotropic`, or `Wood American Cherry` with heavy blur/low scale).
* Add a **Blur** filter to soften high-frequency noise.
* *Alternative (Best control):* Paint vertical broad grooves manually using a soft round brush with Pen Pressure on flow.
### **Step 4: Crevices & Ambient Occlusion (Cavity Shading)**
* Create a **Fill Layer** with a rich, dark warm tone (Color + Roughness).
* Add a **Black Mask** $\rightarrow$ add a **Curvature** or **Mask Editor** generator.
* Set it to isolate cavities/recesses only.
* Blend mode: Set the base color to **Multiply** at `60-80%` opacity to deepen splits, planks, and underside corners.
### **Step 5: Soft Edge Highlights (Curvature)**
* Create a **Fill Layer** (Color only: a pale, slightly desaturated warm cream/tan).
* Add a **Black Mask** $\rightarrow$ add a **Curvature** generator (or **Mask Editor** $\rightarrow$ Curvature: Convex).
* **Important:** Add a **Blur** filter (`0.5 - 1.0`) on top of the mask so the edge highlight looks hand-blended and soft, rather than a sharp procedural edge scratch.
### **Step 6: Top-Facing Sunlit Tint**
* Create a **Fill Layer** with a soft golden-yellow/warm tint.
* Add a **Black Mask** $\rightarrow$ add a **Light** generator (Direction: pointing straight down along Y-axis).
* Lower the layer opacity to `15-25%` and set blend mode to **Screen** or **Overlay**. This replicates the warm top surface seen on the dock planks.
---
## 3. Key Golden Rules for this Style
| What to Do | What to Avoid |
| --- | --- |
| **Keep roughness uniform & smooth** across large areas. | High-frequency roughness noise or gritty finger-smudges. |
| **Use warm color transitions** (cool shadows $\rightarrow$ warm/sunlit tops). | Pure grayscale shadows and pure black AO. |
| **Large, simplified shape breaks** (thick cuts, chunky ends). | Tiny, realistic hairline cracks or splinters. |
| **Soft edge highlights** that feel hand-painted. | Sharp, photorealistic edge-wear generators. |
---
Would you like tips on setting up stylized water interactions (wetness/waterlines at the base of the wood) or sculpting the base meshes for this style?
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![Nuke 15 – Node Editing and Cloning Tips
Welcome back! As **Nuke Master**, here is the simple, step-by-step breakdown of the second module image (**Session Topic: Understanding Nodes**) and how every tool, option, and workflow operates inside **Foundry Nuke 15**.
### Step-by-Step Breakdown of Session Contents in Nuke 15
#### 1. Working with Nodes
In Nuke, **Nodes** are the building blocks of every compositing script. Instead of layers, each node performs a specific task (e.g., reading a file, color grading, or keying) and passes visual data down the pipe.
* **Adding Nodes:** Press `Tab` in the Node Graph (DAG) and type the node name, or click tools from the Left Toolbar.
* **Connecting Pipes:** Drag the arrow inputs (like `A`, `B`, `mask`) onto other nodes. In Nuke 15, `B` is always the background/main stream, and `A` is the foreground/overlay stream.
* **Bypassing/Disabling:** Press `D` on your keyboard to disable or re-enable any node quickly without disconnecting it.
#### 2. Selecting Nodes
Navigating your script efficiently requires quick node selection shortcuts:
* **Single Selection:** Left-click (`LMB`) on any node.
* **Multi-Selection:** Drag a marquee box around nodes, or hold `Shift` + click individual nodes.
* **Select Connected Tree:** Click a node and press `Ctrl/Cmd + Alt + A` to select all connected upstream and downstream nodes.
* **Select Upstream Stream:** Hold `Ctrl/Cmd` and drag a node to grab all nodes feeding into it.
* **Search Node by Name:** Press `/` (forward slash) or `Ctrl/Cmd + F` to open the search bar and find specific nodes by name across complex scripts.
#### 3. Renaming Nodes
Keeping the Node Graph structured and readable is essential for pipeline production:
* **Properties Method:** Double-click a node to open its **Properties Panel**, click the top header field (where the node name sits), type the new label, and press `Enter`.
* **Node Labels:** In the properties panel, you can also use the `label` parameter to add helpful text directly underneath the node box in the Node Graph (e.g., adding `[value size]` to show blur radius).
* **Backdrop Node:** Select nodes and press `Alt + N` to wrap them inside a color-coded backdrop box for visual organization.
#### 4. Editing Nodes
Modifying node properties and behaviors:
* **Tweak Parameters:** Adjust numerical values, sliders, wheel controls, or checkboxes inside the Properties Panel.
* **Resetting Values:** Click the small `Ctrl` / reset arrow icon next to a parameter to restore its default value.
* **Replacing Nodes:** Select an existing node, hold `Ctrl/Cmd`, and create a new node (via Tab or Toolbar)—the new node automatically replaces the old one inline.
* **Extracting Nodes:** Select a node inline and press `Ctrl/Cmd + Shift + X` to pull it out of the pipe without breaking the main connection.
#### 5. Cloning Nodes
Cloning creates a live-linked copy of a node. Any parameter change made in the parent node instantly updates all cloned copies.
* **Create Clone:** Select a node and press `Alt + K` (or select `Edit - Clone` from the top menu).
* **Copy as Clone:** Select a node and press `Ctrl/Cmd + K` to copy it, then paste (`Ctrl/Cmd + V`) anywhere else in your script.
* **Visual Indicator:** Cloned nodes in Nuke 15 display a distinct orange connection line linking them together and feature a `C` indicator on the node block.
* **Decloning:** Select a cloned node and press `Alt + Shift + K` to un-link it into an independent node.
#### 6. Roto-scoping
**Rotoscoping (Roto)** is the process of manually creating masks/shapes around elements in a frame to isolate them from their background across time.
* **Keyframes:** Roto shapes use Bézier or B-Spline handles animated over keyframes on the timeline.
* **Sub-frame Motion Blur:** Nuke 15 allows real-time motion blur calculations directly inside the Roto tool using the `Motion Blur` parameter slider.
* **Feathering:** Adjust inner or outer feather handles (`Shift + Drag` points) to create smooth alpha blending on edges.
#### 7. Roto Node
The **Roto Node** (Keyboard Shortcut: `O`) is the dedicated node for vector masking in Nuke:
* **Shape Tools:** Includes **Bézier**, **B-Spline**, **Ellipse**, and **Rectangle** vector toolsets in the Viewer overlay.
* **Layer/Shape List:** The Properties Panel contains a hierarchical folder list where shapes can be grouped, renamed, locked, or hidden.
* **Output Modes:** Channels can be set to write directly to `Alpha`, `RGBA`, or custom user-defined channels.
* **Blending Operations:** Each shape layer offers individual boolean operations like `Over`, `Minus`, `Plus`, `Multiply`, or `Difference` to cut out complex organic forms.
Would you like detailed shortcuts or step-by-step exercises for setting up **Roto shape parenting with Tracker nodes**?
00:00 Introduction
06:24 Marker 4 Nuke 15 – Node Editing and Cloning Tips](https://i.ytimg.com/vi/rCoEjJ0BhVY/mqdefault.jpg)