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totally random texture thread

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5 minutes ago, Steppenwolf said:

It means the material is entirely scripted via a set of node based, parameter driven noises, filters and shapes instead of using traditional methods like using photo sources, hipoly sculpts etc. The advantage of this over the traditional methods is that i can make wild variations very easily later on by just playing with some sliders instead of having to go back to square A, rearranging stuff in zbrush, rebaking maps and so on.

This is what the graph looks like:

qXpUFW8.jpg

Looks complicated, right? But it actualy isn't because you start very simple and add layer upon layer of detail, not too different from what you would do in zbrush and photoshop.

In this case i started with a simple square shape down in the left corner, tweaked the side dimensions, added some beveling and then fed it into a tile generator with some randomized values for depth and position of each plank. In the next step i added some edge trimming like one would do in zbrush. Then i used some shapes and filters to create wood patterns, mixed, blended, copy pasted, tweaked etc. to make it look more convincing and natural. Then i added some smaller details like dirt and little holes.

After that i create some masks from some of the layers, details, aswell as cavity and curvature nodes. Those are used to feed into gradients and mixed and blended like in Photoshop to get a color texture. Last step then to create a roughness map. Again very similar to what oine would do in Photoshop.

 

 

 

Sounds awesome! I'm one of those filthy designers who don't stay on top of these things....

Thanks for the breakdown!

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Nice one man, that's looking sweet! Nice tidy graph too, that makes me happy!

I was working on this material the other night. Fully procedural stoney dirt texture. Very WIP but it's been fun to make!

dirt_01_a.jpg

Graph:

dirt_01_a_graph.jpg

Edited by PogoP

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Yes substance designer is fucking fun to use, good for pbr since you get a perfect albedo from it. If you don't want to start from scratch you can use a height, normal and color from zbrush etc and go from there. That said, I think there is a problem where a lot of substance materials still have that procedural look to them. Good reference is a must as always :)

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12 hours ago, Pampers said:

That said, I think there is a problem where a lot of substance materials still have that procedural look to them. Good reference is a must as always :)

Notice this aswell, but imo that isn't an issue with the software but with who's using it. It's used by a lot of early adopters who arn't really artists per se. The biggest beginner mistakes that i see people do is to apply noises and filters uniformly. My personal mantra is masking, masking and more masking, and then masking of masks. When working with SD you need to hop onto every opportunity to break up repeating patterns and uniformity, both for shape and colors.

Ther's also an incredible amount of untapped potential in the software that nobody did a tutorial for yet or scripted some nodes for. That said the future looks really bright for Substance Designer in my opinion. The software is already super powerful and will only get better from here and more proper talented artists will hop onto it now that the Uncharted 4 and Rainbow 6 environment teams made a strong case for it. It will also play super well with when Quixel finaly releases their megascans. In SD you can mix and reshuffle them, extract details or albedo gradients for your Substances etc.

 

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On 6/3/2016 at 1:25 PM, Steppenwolf said:

Ther's also an incredible amount of untapped potential in the software that nobody did a tutorial for yet or scripted some nodes for. That said the future looks really bright for Substance Designer in my opinion.

Yeah, I have seen so many amazing results and most of these are without relying on any of the more `advanced` features like fx-maps or function graphs. 

@Steppenwolf and @PogoP, your materials look fantastic. Would you be interested in sharing interesting excerpts from the graphs (creating a specific pattern, how you handle height control of certain elements, etc)? I can't imagine I would be the only one interested in this, but maybe it's a bit cheeky to ask ;)

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Those plants are surprisingly effective, nice work! I always found the Substance generated foliage stuff to never look quite as nice as hand-made foliage in Max. Would love to see more details on how you went about creating those.

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