3D World

how can I create simple stone Material using substance Designer?

- Pietro Chiovaro replies

Today I will show you my creative process for a simple clay material using Substance Designer. I selected the Physically Based (Metallic/ Roughness) Graph Template and deleted the Metallic output since it isn’t necessary for this substance.

Next we can start to add the nodes useful for this material, so from the Substance Designer library we need: the Directiona­l Noise 3, Grunge Map 007 and BNW Spots 1 noises (these are the base elements of this material), the Height to Normal World Units filter, a Levels filter, two Blend filters, a Blur filter and two Gradient Map filters for adding colour.

Now it’s time to link all of these elements together. First of all, we need to link the Grunge Map 007 noise to the Foreground and Opacity of the Blend filter, then we have to link the Directiona­l Noise 3 to the Background input of the same filter. Now we have to link the previous filter to the first Gradient Map, which will be linked to the Foreground input of the second Blend filter. Selecting the previous Blend filter, we have to link this to the Blur filter and directly to the Levels filter. This one will be linked to the Height output. Another connection that we have to do using the first Blend filter is with the Height to Normal World Units filter; this one can be linked to the Normal output. We can then link this filter directly to the Roughness output.

The last connection we need to set up concerns the Base Color output. First of all, we have to link the BNW Spots 1 filter to the second Gradient Map. The BNW Spots 1 filter can also be linked to the Foreground and Opacity of the second Blend filter. In order to complete this process, we have to link the second Blend filter to the Base Color output. Concerning the parameters, for this material we have to set a value between 2 and 4 for the blur intensity. For the other parameters, I suggest you experiment changing the Scale, Opacity and Disorder values of the nodes. I created a shade of yellow for the first Gradient Map and a shade of brown for the second one.

at the end of the process, the material was exported and applied to this scene that I created in blender

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