3D World

HOW CAN I CREATE A TILE MATERIAL USING SUBSTANCE DESIGNER?

- Pietro Chiovaro replies

I will show you a simplified version of my tile material. I selected the Physically Based (Metallic/ Roughness) Graph Template and deleted the Metallic output since it isn’t necessary for this substance.

We can start the creation of this material by adding these nodes from the Substance Designer library: the Brick Generator pattern (the main node that will help us to define the shape of the tiles), the BNW Spots 3, BNW Spots 1 and two Cells 2 noises, the Normal filter, five Levels filters, two Blur filters, three Blend filters, a Warp, an Invert Grayscale filter and last but not the least the Gradient Map filter.

Now we can link these elements, starting with the Brick Generator placed at the beginning of the graph. This one will be linked with the Warp filter in which we will connect the BNW Spots 1 followed by the first Blur. Now we can connect the Warp to the first Levels and this one to the background/opacity of the Blend filter.

In the foreground, we have to connect the BNW Spots 3 followed by the second Blur. Then we have to connect this Blend with the background/opacity of the new Blend; the only difference is that in this case we will link the Cells 2 noise to the foreground of the Blend noise. After that, we can connect the Blend noise to the Gradient Map and consequent­ially this one to the Base Color output.

Now we can continue the nodes for the creation of the Normal Map. Connect the Blend filter to another Levels, which will be linked to the background of the third Blend filter. In contrast to the previous links, we have to make a middle connection between the Levels and the opacity of the Blend filter; in this case, we have to place an Invert Grayscale filter.

In the foreground of the Blend we have to connect the second Cells 2 noise generator followed by the fourth Levels filter. Now we can connect the last Blend filter to the Normals filter, and then we can link it to the Normal output.

Lastly we have to link the two Levels filters to the Roughness output and to the Height output.

You can see a more complex version of this material with several nodes and links in the provided video

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