HOW can I create a medieval concrete material using substance Designer?
I will show you a really simple process for the creation of a basic medieval concrete material using Substance Designer. For this type of substance, I selected the Physically Based (Metallic/roughness) Graph Template and deleted the Metallic output since it isn’t necessary for this substance.
After this step we can start to add the nodes useful for the creation of the concrete, so from the Substance Designer library we need: the Fractal Sum 1 and the BNW Spots 1 noises (these are the main elements of the concrete material), the Height to Normal World Units filter, two Levels filters, a Blend filter and the Gradient Map filter.
Now it’s time to link all of these elements together. First of all, we need to link the Fractal Sum 1 noises to the Foreground and Opacity inputs of the Blend filter, then we have to link the BNW Spots 1 to the Background input of this filter. Now we have to link the Blend filter to the Gradient Map that will be connected to the Base Color output of the material. At this point, we have to link the BNW Spots 1 noises to the first Levels filter, and consequently this filter must be connected to the Roughness output of the material. At this time, we have to link the Blend filter to the second Levels filter and consequently link the element to the Height output. At the end of this step we need to link the Blend filter to the Height to Normal World Units filter. This one must be connected to the input of the Normal output.
Now it’s time to set the parameters of this material. For the first Levels filter (the one linked to the Roughness output) I decrease the high tones in order to lessen the reflection on the concrete. For the second Levels filter I increased the high tones in order to give a low rough effect to the material. In the Height to Normal World Units filter I set a value of 1,000cm for the Surface Size and 7cm for the Height Depth.
Lastly, in the Gradient Map I created a shade of yellow and rose in order to give colour to the final substance.
starting from this basic material I developed a more complex substance that I applied to the walls of this building using substance Painter