Very exctied to see what everyone is working on . I would be totally down for a Substance Challenge, I'm surprised one hasn't popped up yet. Any ideas?
Thanks! Yea I see your point. I noticed those too, but thought maybe it could be fixed on the shader side - like a lerp in UE4. That way I can retain the more specific details on the map.
I have some controls that will lower some of the harsh detail to smooth some of those tranisitions. I'll run some tests and posts results.
Also looking great Arvin, tiling is alot less noticable. Have you tried tiling the different frequencies of details separately? Say you have your low frequency details (the main forms of the ground) be controled separately from the smaller frequency details like the pebbles and bigger rocks. That may help break up the tiling even more.
Keep it up though! I love seeing your work everyday, it's really great seeing what you're doing with the program! I use it at work and just havent have a chance to do my own stuff at home . You're setting the bar though!
Cool I will do some more looking into setting it up and what not.
Dave Jr - Digging that wood grain and variation. Go darker on some spots :-). Depends on what your going for but some wood can have greens and blues too!
Second pass. Added gouges and scratches, brightened albedo.
Nice update people
And yes a hangout would be cool i miss those days
@ arvinmoses, it looks better but it still has those lines in there
@ Josh i think the buts are a lil to heavy. also it looks that you just overlaid a plank grid over your wood texture. and lastly you might wanna up your roughness/ dirt spots a bit but spuper nice wood overal.
@ Dave Jr i think you albedo wood values are off. it almost looks like wood but....
@ josh_lynch - looking great, think the scratches could not be so deep or add some more variation in the depth of a few.
@ arvinmoses looking ace!! Need to try out some rock myself... the results be pretty amazing for procedural work!
@ Bertmac cheers for the crit! I keep forgetting to make my albedo the light enough in regard to it being 100% lit.... will keep reminding myself
Let me know what you guys think of this update; tried to make it more accurate and "wood" like with just some levels/hue/sat. Will add some more colour variation later
@josh: You may want to use a version of your plank pattern with different a luminosity on each plank and use this as an input for a directional warp on your base wood noise. This will offset the noise in a different way for each plank and break the continuity between them.
Hey Josh,
Just noticed it on this monitor but the very top pic you did is getting some weird warping on the normal map. It's a little to wide and soft I think.
The trick Jerc posted is really cool! He mentioned that on some cracks I did, and helped a bunch.
Also I think the directional warp (I'm assuming) on the grain may be a little too strong. You might consider using a larger noise pattern, or softening the push a bit.
Got a question for you guys... I'm trying to create some scales for a commissioned project. The first set I'm working on is something like this -
Where I have some large shapes with small ones in between. I've tried a few things blending different shapes together - even tried an fx map but the final result is that the bigger shape looks like it's sitting on top of the smaller shapes rather than in between them. Or that it's buried under the small shapes instead of displacing them. Ideas?
Did another pass on my wood. Added some blues, purples and reds... still want to add some wear/tear bits, some edge variation etc. Would love some crits and ideas on how else I can push this further.
Hey Dave. Looking really good imo! Id suggest trying to notch up the corners of the wood plank. Do noise. Multiply that with the curvature map peaks only and subtract the result from your height map. There's some tweaking you might try but it's a pretty good way to damage sharp corners.
Hey Dave. Looking really good imo! Id suggest trying to notch up the corners of the wood plank. Do noise. Multiply that with the curvature map peaks only and subtract the result from your height map. There's some tweaking you might try but it's a pretty good way to damage sharp corners.
Atm it hasn't got a height map applied just the standard albedo, roughness, normal and metalness; hopefully it might give it an improved visual when I add it! I will definitely try that out!!
You think the colours are varied enough? Kind of hard to tell when it really "hits" that wood appearance when there are so many different types.
Quick question about the Multi Material Blend node. It allows you to assign colors for materials 2 and up but not for the base material. I assumed it didn't really matter as long as you set the material channels to the other colors being used in the material ID mask, but I don't like assuming things. I'm usually wrong. Now I'm working on this case with a 3 material blend combining plastic, metal, and an extra mat for "misc" and I have the "plastic" material as the base. So I was working in the plastic graph getting things to where I liked them, but then when I load up the master material the roughness looks like it's being overwritten and changes to what looks like a 0/black setting as the plastic gets all shiny.
Any idea what might be going on? (and yeah I know there's a seam in the normal map on that corner and where it's mirrored, working on that as well)
Feels like i'm spamming this everywhere, but meh - a big thanks to alecmoody for his original crit and to those on the google hangout (Alex especially). Helped me a ton!!
Unless someone has some crits I'll probably call this done, worst case scenario just add some small scale details..of try using a height map ontop.
Using albedo, roughness, normal and metallic 100% procedural
That looks really cool dude! Would you mind sharing how you achieved that look?
Hi Kern,
I used, woodfibre,B&W spots, Clouds,cells, fractural sum,white noise,uniform colour,dirt,directional noise and blending them with gradient map,transform 2D,emboss, warp and a bit of noise.
Been trying to figure out how make function integer only use even or odd numbers. So even if the slide says 2 it is actually 3 and so on? I bet it is easy just can not seem to get it...
You could try multiplying by two for even, then subtracting one from that for odd. The end user wont be able to see that it's only even or odd on the slider, but the end result will be.
Replies
Crosspost
How did you approached the damaged areas? It looks really good.
Available for free here: http://substance.arvinmoses.com/product/rocky-ground/
[ame]https://www.youtube.com/watch?v=r78F_o8Cop8[/ame]
I have some controls that will lower some of the harsh detail to smooth some of those tranisitions. I'll run some tests and posts results.
Thanks again for input!
[ame]https://www.youtube.com/watch?v=eQDANCW-z-Q[/ame]
Here is a crannequin I'm working on. It's for Chivalry so no PBR for this one unfortunately.
Also looking great Arvin, tiling is alot less noticable. Have you tried tiling the different frequencies of details separately? Say you have your low frequency details (the main forms of the ground) be controled separately from the smaller frequency details like the pebbles and bigger rocks. That may help break up the tiling even more.
Keep it up though! I love seeing your work everyday, it's really great seeing what you're doing with the program! I use it at work and just havent have a chance to do my own stuff at home . You're setting the bar though!
Worked on the albedo, tried to vary it more. Let me know if its better or worse;
Also worked out how to add some vertical offset so I can produce a few variations with one substance.
Let me know what you think;
Before:
Latest Update: (Sorry for the res differences, i'm working on laptop atm).
@Josh - I'd be interested but depends on time. Sounds like a fun idea though.
@Dave - Yea man. That's a definite improvement. Cool - you're running two different sets of patterns right? One is the grain the other is the rings?
Dave Jr - Digging that wood grain and variation. Go darker on some spots :-). Depends on what your going for but some wood can have greens and blues too!
Second pass. Added gouges and scratches, brightened albedo.
Crosspost
And yes a hangout would be cool i miss those days
@ arvinmoses, it looks better but it still has those lines in there
@ Josh i think the buts are a lil to heavy. also it looks that you just overlaid a plank grid over your wood texture. and lastly you might wanna up your roughness/ dirt spots a bit but spuper nice wood overal.
@ Dave Jr i think you albedo wood values are off. it almost looks like wood but....
keep it coming
@ arvinmoses looking ace!! Need to try out some rock myself... the results be pretty amazing for procedural work!
@ Bertmac cheers for the crit! I keep forgetting to make my albedo the light enough in regard to it being 100% lit.... will keep reminding myself
Let me know what you guys think of this update; tried to make it more accurate and "wood" like with just some levels/hue/sat. Will add some more colour variation later
Regarding the tiling... Just want to clarify... I'm displaying it tiled - meaning this isn't 0-1 uv space it's something like -2,2.
Are you guys thinking it still needs to look less tiles even if it is actually tiling?
Just noticed it on this monitor but the very top pic you did is getting some weird warping on the normal map. It's a little to wide and soft I think.
The trick Jerc posted is really cool! He mentioned that on some cracks I did, and helped a bunch.
Also I think the directional warp (I'm assuming) on the grain may be a little too strong. You might consider using a larger noise pattern, or softening the push a bit.
Got a question for you guys... I'm trying to create some scales for a commissioned project. The first set I'm working on is something like this -
Where I have some large shapes with small ones in between. I've tried a few things blending different shapes together - even tried an fx map but the final result is that the bigger shape looks like it's sitting on top of the smaller shapes rather than in between them. Or that it's buried under the small shapes instead of displacing them. Ideas?
Lol... and maybe I just missed it when it came out. Just announced to me anyway.
Maybe run it through a directional warp after
Atm it hasn't got a height map applied just the standard albedo, roughness, normal and metalness; hopefully it might give it an improved visual when I add it! I will definitely try that out!!
You think the colours are varied enough? Kind of hard to tell when it really "hits" that wood appearance when there are so many different types.
Much appreciated will play around with height maps now, may consider this substance competition if im able to keep practicing and get good enough
Any idea what might be going on? (and yeah I know there's a seam in the normal map on that corner and where it's mirrored, working on that as well)
MAIN HANGOUT (event page)
That looks really cool dude! Would you mind sharing how you achieved that look?
Unless someone has some crits I'll probably call this done, worst case scenario just add some small scale details..of try using a height map ontop.
Using albedo, roughness, normal and metallic 100% procedural
Hi Kern,
I used, woodfibre,B&W spots, Clouds,cells, fractural sum,white noise,uniform colour,dirt,directional noise and blending them with gradient map,transform 2D,emboss, warp and a bit of noise.
Lots of trial and error.
Most importantly continously blending.
I hope this helps.
Never seen this one before, thanks!
@MDiamond np!
My stab at a base for a wood.