3D World

HOW CAN I CRE­ATE A ROCK MA­TE­RIAL US­ING SUB­STANCE DE­SIGNER?

Ge­orge Jones, Bris­tol

- Pi­etro Chio­varo replies

I will break down my process for the cre­ation of a sim­ple rock 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 for this sub­stance.

The first step is to add the nodes use­ful for the stone ma­te­rial, so from the Sub­stance De­signer li­brary we need: the BNW Spots 2 and Grunge Map 001 noises (these are the base el­e­ments of the stone ma­te­rial), the Height to Nor­mal World Units fil­ter (or the Nor­mal fil­ter since they are al­most the same), three Lev­els fil­ters, a Blend fil­ter, a Blur fil­ter and the Gra­di­ent Map fil­ter that will give colour to the rock.

Now it’s time to link all of these el­e­ments to­gether. First of all, we need to link the BNW Spots 2 noise to the Fore­ground of the Blend fil­ter, then we have to link the Grunge Map 001 to the Blur fil­ter. This one needs to be linked to the Back­ground and Opac­ity of the pre­vi­ous Blend fil­ter.

Next, we have to link the Blend fil­ter to the first Lev­els fil­ter, and then this fil­ter to the Gra­di­ent Map, which will in turn be linked to the Base Color out­put of the ma­te­rial.

Now we need 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. Af­ter that, we have to link the Blur fil­ter to the Height to Nor­mal World Units, or in my case the Nor­mal fil­ter. This one can be linked to the Nor­mal out­put of the ma­te­rial. The fi­nal el­e­ment we need to link in this sub­stance is the third Lev­els fil­ter, which will be con­nected to the Height out­put.

Now I’ll start to set the es­sen­tial pa­ram­e­ters of this ma­te­rial. First of all, we have to set these pa­ram­e­ters for the BNW Spots 2: Scale 2, Rough­ness be­tween 0.9 and 1.5 (I set 1). For the Grunge Map 001 noise, you can set the value of Cracks that you pre­fer; for this ma­te­rial I kept the de­fault value. For the se­cond Lev­els fil­ter (the one linked to the Rough­ness out­put) we have to in­vert the Grayscale, in­creas­ing a lit­tle bit the shad­ows of the cracks. For the third Lev­els fil­ter, I in­crease the con­trast in or­der to high­light the cracks of the rock in the Height out­put. For the first Lev­els fil­ter I leave the de­fault val­ues. In the Nor­mal fil­ter I set a value of 1.6 for the In­ten­sity, and I changed the Nor­mal For­mat to Opengl. If you are us­ing soft­ware like Un­real En­gine you can leave the de­fault for­mat Directx. For the Gra­di­ent Map I kept the de­fault value since my idea was to cre­ate a grey stone. Last but not least I set a value of 0.4 for the Blur fil­ter. Now you can ex­port the tex­tures and use the ma­te­rial!

 ??  ?? If you need to cre­ate some red stones, you can change the colour of the rock in the gra­di­ent of the sub­stance
If you need to cre­ate some red stones, you can change the colour of the rock in the gra­di­ent of the sub­stance
 ??  ??

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