HOW can I cre­ate a me­dieval con­crete ma­te­rial us­ing sub­stance De­signer?

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

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

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