HOW can I cre­ate sim­ple stone ma­te­rial us­ing sub­stance De­signer?

Eleanor Reed, Ire­land

3D World - - ARTIST Q & A - Pi­etro Chio­varo replies

To­day I will show you my cre­ation process for a sim­ple stone ma­te­rial us­ing Sub­stance De­signer. For this type of ma­te­rial, I se­lected the Phys­i­cally Based (Metal­lic/rough­ness) Graph Tem­plate and deleted the Metal­lic out­put since it isn’t nec­es­sary here.

At this point we can start to add the nodes use­ful for this ma­te­rial, so from the Sub­stance De­signer li­brary we need: the BNW Spots 1 noise and the Grunge Map 010 (these are the base el­e­ments of the stone ma­te­rial), the Height to Nor­mal World Units fil­ter, three Lev­els fil­ters, a Blend fil­ter, a Blur fil­ter and the Gra­di­ent Map fil­ter that will give colour to the stone.

Now it’s time to link all these el­e­ments to­gether. First of all we need to link the BNW Spots 1 noise to the Fore­ground of the Blend fil­ter, then we have to link the Grunge Map 010 to the Blur fil­ter. This one needs to be linked to the Back­ground and Opac­ity of the pre­vi­ous Blend fil­ter. Then we have to link the Blend fil­ter to the first Lev­els fil­ter and con­se­quently this fil­ter to the Gra­di­ent Map that will be linked to the Base Color out­put of the ma­te­rial. Now we have to do a new link be­tween the pre­vi­ous Lev­els fil­ter and the sec­ond Lev­els fil­ter. This one can be linked to the Rough­ness out­put of the ma­te­rial. At that time, we have to link the Blur fil­ter to the Height to Nor­mal World Units fil­ter (that can be linked to the Nor­mal out­put) and the third Lev­els fil­ter – this one can be con­nected to the Height out­put.

Now it’s time to set some pa­ram­e­ters! First of all, we have to set these val­ues for the BNW Spots 1: Scale 3, Rough­ness be­tween 0.8 and 1 (I set 1). For the Grunge Map 010, you can set the value of Cracks that you pre­fer, for this ma­te­rial I leave the de­fault value. For the sec­ond Lev­els fil­ter (the one linked to the Rough­ness out­put) we have to in­vert the Grayscale in­creas­ing the shad­ows of the cracks a lit­tle bit. For the third Lev­els fil­ter I in­crease the con­trast con­sid­er­ably in or­der to high­light the cracks of the stone in the Height out­put. In the Height to Nor­mal World Units fil­ter I set a value of 1,000cm for the Sur­face Size and 3cm for the Height Depth. For the Gra­di­ent Map I cre­ate a shade of brown de­creas­ing the sat­u­ra­tion of the gra­di­ent. Lastly I set a value of 0.5 for the Blur fil­ter.

This is a ren­der of the stone ma­te­rial that I did in sub­stance Painter in or­der to test the ma­te­rial

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