3D World

CREATE BLUEBERRIE­S PROCEDURAL­LY IN SUBSTANCE DESIGNER

Learn how to replicate complex natural patterns and shapes to create realistic-looking blueberrie­s

- DOWNLOAD YOUR RESOURCES For all the assets you need go to https://bit.ly/3dworld-mandaloria­n AUTHOR Matthew Novak Matthew Novak has worked across many discipline­s including modelling, texturing/ shading, FX, lighting, and is currently a CG supervisor a

Substance Designer can be overwhelmi­ng when it comes to creating fully procedural textures, and we can often be stuck questionin­g ourselves. Questions such as, how can this pattern be made efficientl­y, and how do we start? There’s no specific set of steps and no fixed rules to follow when you’re creating in Substance Designer. One thing that’s important is that everything is kept flexible and as simple as possible to reduce overhead and keep things logical.

Organic materials in the real world are naturally formed and can often share similar patterns. These patterns often contain some sort of symmetrica­l details, vein-like edges and cracks, tessellate­d and repetitive shapes, and corners or angles with splits at 90 or 120 degrees. Recognisin­g these similar patterns will help us figure out how to recreate these patterns easily. Once we can confidentl­y recreate these patterns, approachin­g any organic surface becomes much less of a challenge and a more fixed logical set of steps.

This walkthroug­h will be going over various methodolog­ies and steps to follow that can help you to recognise and create complex shapes and patterns with ease. Not only will we be going over how to create these patterns, but how to easily break up and remap them for controlled variations in our textures.

In order to replicate patterns in a more procedural way, we should become familiar with some of the common patterns seen in real life. Creating a blueberry in Designer can be very similar to creating a starfish, honeycomb, snowflake and other patterns. These patterns are just a varying combinatio­n of geometric shapes, lines and fractals, all of which are then duplicated symmetrica­lly to form more complex patterns. Once we can visually break this down, it becomes a much easier task to create challengin­g shapes that may seem complex but are actually quite simple.

At this point it’s not a bad idea to preview the shape converted to normals: to do this we use the sphere before we flatten it to a mask so it still has gradient shaping. We blend (mode: multiply) it with our projection result and use a height to normals node (adjusting the height as needed). View this with tessellati­on/height if possible to make sure the shape is formed properly.

11 PUT IT ALL TOGETHER

So now that we have most components of this blueberry done, once we put all these things together we should end up with a pretty solid network and workflow to create a blueberry. But we are not done yet, now is the time to go back through the network and dial things in a bit better as well as duplicate our projection nodes to make different variants of the blueberry.

12 TILE THE BLUEBERRIE­S WITH VARIATION

Once we have our variations we can start plugging them into a tile generator to give us a more randomised grid of blueberrie­s. This starts to feel a bit more realistic. We will have to add tile generators to all output nodes and make five-by-five blueberrie­s to get a good amount of variation. At this point, it’s a good idea to go over your graph and eliminate any unnecessar­y nodes, or just add some comments to group things better in order to keep our node graph organised.

13 FINE-TUNE HEIGHT/TESSELLATI­ON

This helps if we add a bit of variation in the height/ displaceme­nt for each of the berries so they don’t all appear the same size. For even more realism adding slight distortion­s on each berry can help, and this can be done with a warp and a noise using the sphere normal as our position input for the noise. This can emulate small surface imperfecti­ons and overall randomised shaping.

15 PUT THIS TEXTURE TO USE

Once we have the maps exported it's just a matter of bringing them into Unreal or Maya with your choice of renderer. Connecting the maps into a material and of course setting up the displaceme­nt is fairly easy since most of it was fine-tuned inside Substance Designer, so there's not much if any lookdev or additional shading work that needs to be done. This can also be applied to a stack of rotated cards or a stacked shape to emulate a basket or a pile of blueberrie­s.

14 EXPORT MAPS

Finally, to export everything out we should ideally export our blueberrie­s at the highest resolution we can, then afterwards scale it down to the desired resolution and save out to the file format we need. Usually this ends up giving us the best results with the sharpest details, even though it will end up taking a bit longer to export or generate.

16 THE RESULTS

Of course games will have more limitation­s and it would be advised to use lower texture resolution­s inside any real-time renderers. But if we do export high-resolution textures with displaceme­nt/height maps and set it up inside of a ray-traced renderer, the result is quite impressive. Substance Designer can produce some amazing and flexible textures for both games and film. •

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