3D World

how can I create a simple floor Material In substance Designer?

- Peter Scheriph, Nevada Pietro Chiovaro replies

This issue I will show you my creative process for a simple floor 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 Clouds 1 noises, the Brick 2 patterns (the base elements of the stone material), a Blend filter, the Height to Normal World Units filter, two Levels filters, a Blur filter, a Warp filter and two Gradient Map filters that will give colour to the floor.

Now it’s time to link all of these elements together. First of all, we need to link the Brick 2 pattern to the first Levels filter and consequent­ly this filter to the Gradient Map. Now we have to connect this first gradient to the Background input of the Blend filter. This 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 one. This can be linked to the Height output of the material, and this way we can control the depth of the floor tiles.

Now we have to link the first Levels filter to the input of the Warp filter, and this filter can be connected to the Height to Normal World Units filter (that can be linked to the Normal output). Then we have to link the Clouds 1 filter to the Blur filter, which can be linked to the Gradient input of the Warp filter. The same Clouds 1 filter must be linked to the second Gradient Map that is connected to the Foreground input of the Blend filter. In order to define this part of the material we have to link the first Levels filter to the Opacity input of this filter. Last we can simply link the Clouds 1 filter to the Roughness output, enabling us to add more details and noises to the reflection­s on the floor.

For this material there aren’t many restrictio­ns when it comes to parameters. It is important to set a value between 0.3 and 0.6 for the intensity of the Blur filter, and for 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 yellow and brown, decreasing the saturation of the gradient.

 ??  ?? This is a render of a 3D planimetry, using the floor material we created
This is a render of a 3D planimetry, using the floor material we created
 ??  ??

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