HOW can I create simple stone material using substance Designer?
Eleanor Reed, Ireland
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.