3D World

HOW CAN I CRE­ATE A DAM­AGED LEATHER MA­TE­RIAL US­ING SUB­STANCE DE­SIGNER?

Jack Prince, New York

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Pi­etro Chio­varo replies

I will show you the full process I use to cre­ate a sim­ple leather 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 is not nec­es­sary for this ma­te­rial.

Next we can add the fol­low­ing nodes from the Sub­stance De­signer li­brary: the Cells 3, BNW Spots 3 and Grunge Map 9 noises (these three are the main el­e­ments of the ma­te­rial), the Height to Nor­mal World Units fil­ter or the Nor­mal fil­ter, four Lev­els fil­ters, two Blend fil­ters and lastly the Gra­di­ent Map fil­ter.

Now we can start to link these el­e­ments to­gether, start­ing with the Cells 3, which will be placed at the be­gin­ning of the graph with the BNW Spots 3. These two noises will be linked to the first Blend fil­ter, and this fil­ter will be linked to the sec­ond Blend fil­ter. In this sec­ond Blend, we have to link the Grunge Map 9 noise but be­fore it, we have to place the first Lev­els fil­ter, a key el­e­ment that will let us set the in­ten­sity of the dam­age in the leather.

Now af­ter the sec­ond Blend fil­ter we can place the sec­ond Lev­els fil­ter. From this sec­ond fil­ter we will make four dif­fer­ent con­nec­tions, the first one is re­lated to the Gra­di­ent Map that can be linked di­rectly to the Base Color out­put. The sec­ond is the link with the Nor­mal fil­ter (or Height to Nor­mal World Units, de­pends on the one you chose), which will be linked to the Nor­mal out­put. The third and fourth one will be linked to the last two Lev­els fil­ters; one of these will be linked to the Rough­ness out­put and the other one to the Height out­put.

The Gra­di­ent Map gives colour to the leather, and for this par­tic­u­lar ma­te­rial we have to cre­ate yel­low-brown­ish shades, with the darker colours placed in the mid­dle of the colour ramp, and the yel­low­ish placed at the be­gin­ning. This yel­low­ish colour rep­re­sents the pad­ding/ dam­aged part of the leather, while the brown­ish shade is the colour of the leather.

Next we have to set the val­ues of the Bal­ance and Con­trast of the Grunge Map 9 noise – the el­e­ment that will de­ter­mine the level of dam­age to the leather. A value of 0 for the bal­ance means that the leather is de­stroyed, while 1 dic­tates that the leather is per­fect, and all the other val­ues in be­tween will give us the free­dom to choose the level of dam­age to the ma­te­rial. Now we’re free to ex­per­i­ment and test out dif­fer­ent val­ues and con­nec­tions for the look we de­sire.

 ??  ?? The three noise gen­er­a­tors are the main el­e­ments of the sub­stance, chang­ing them will com­pletely al­ter the shape and ef­fect of the ma­te­rial
The three noise gen­er­a­tors are the main el­e­ments of the sub­stance, chang­ing them will com­pletely al­ter the shape and ef­fect of the ma­te­rial
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