This Herringbone was created by myself and Josh Lynch who created a tutorial on how to make this Herringbone pattern. My contribution to this was adding some math and editing some functions to stop any tiling issues.
You can watch Josh's tutorial on which he shared just above.
If you have any issues or would like to send feedback on the pattern itself then drop me an email or message me here.
I'm new on SD and SP. I basically make my objects textures in the traditional way (i mean Photoshop ) but when I see your works done with SD this is insane ! Congrats.
Now I would like to understand Substance designer processes and create a texture like this for some architectural 3d models.
The final point is to create some architectural model textures faster than in the traditional mode.
Can you drive me to some materials base to achieve this kind of textures ? Maybe, there are some existing materials like this but I didn't find it. The stone is kind of limestone.
I'm new on SD and SP. I basically make my objects textures in the traditional way (i mean Photoshop ) but when I see your works done with SD this is insane ! Congrats.
Now I would like to understand Substance designer processes and create a texture like this for some architectural 3d models.
The final point is to create some architectural model textures faster than in the traditional mode.
Can you drive me to some materials base to achieve this kind of textures ? Maybe, there are some existing materials like this but I didn't find it. The stone is kind of limestone.
The tutorial will go over how to create an function to fix possible tiling issues that may arise during development of your own Substance Nodes. The example in the video shown will be that of the Herringbone Pattern.
This is a slightly technical one too as I use math operators, but I do explain what they do.
For a preview you can check out this link - www.youtube.com/watch?v=0vXeV-UjngI
I decided to share one of the custom nodes that i made for adding edge wear. Never shared anything like that before, so i don't know if it works or if you will find it useful. Please leave me a comment if you encounter problems with it or if you have any feedback.
Glad you like it! I wasn't quite satisfied with my edge trimming and wear results for the first couple substances that i made. The slope blurs ended up looking either too blurry or too noisy so i took some inspiration from tools like ndo and crazybump that have their erosions tiered by detail size. I found what works nicely is to start with a large shape noise and then for the next step double distance and half intensity and so on. That way the result comes out well defined.
Glad you like it! I wasn't quite satisfied with my edge trimming and wear results for the first couple substances that i made. The slope blurs ended up looking either too blurry or too noisy so i took some inspiration from tools like ndo and crazybump that have their erosions tiered by detail size. I found what works nicely is to start with a large shape noise and then for the next step double distance and half intensity and so on. That way the result comes out well defined.
Thats a neat idea , for 4K i used several slope blurs at almost the same level, but your method sounds like its more efficient, and the results are pretty sweet
I've been taking notes from how some big studios like Naughty Dog worked with SD, especially making small but very powerful nodes.
This one takes in a heightmap and roughness map and then spits out AO, Roughness, Normals, and final Heights. The heightmap settings let you scale its strength and position (from 50% grey). It also contains my custom Normal to Roughness node (free download in my thread), allows you to use two different normal generation methods (Nice Normals is my own, the other is the default), and exposes regular AO controls as well as a "Stylized AO" method I just created. I need a better name than "Height Material Generator" for this... Sometimes names are harder than doing the actual work!
So all told the above makes use of 3 nodes I've made. Nice Normals, Stylized AO, and Normal to Roughness, and packs them into a bundle that lets you chose between them or the default AO and Normal nodes! I really need to refactor Nice Normals because it's super awesome but pretty vague and should probably default to low values.
I already showed the Wrinkle generator I used, so here's a closeup on my "Webs" generator:
It has no exposed parameters right now, but it looks like water caustics which is real pretty. Sorry for the big post!
Hey everybody, I´m playing around with Substance since a couple of years, and i ask me since a couple of month how to realize stuff like parametric pattern, controlled density or scale. I have an example here, if you guys could help me :pleased:
Is there a way to scatter multiple pattern on a given path like this spiral? thanks a lot
@lionel212 There's no built in spiral AFAIK but you could realize it through the pixel processor/FX Maps! It will take a bit of math.
@LORENZO What are you trying to make? This seems like an inefficient method for such a pattern. Instead you could make the pattern once and offset it across all of your tiles
@lionel212 There's no built in spiral AFAIK but you could realize it through the pixel processor/FX Maps! It will take a bit of math.
@LORENZO What are you trying to make? This seems like an inefficient method for such a pattern. Instead you could make the pattern once and offset it across all of your tiles
Tnx somedoggy, you right is definitly not efficent use fx map for this kind of floor.... already change the graph
I am just starting to learn substance. This are my 1st try using it that's why it look procedural. So if someone can help me improved it will be much appreciated. Comment and Suggestion are very welcome.
You could check the shadertoy website for some useful stuff. Got the idea for the superformula shape generator after reading the news that No Mans Sky used it without permission (which turned out to be false afaik). I want to try and make a bilateral filter next, now that i'm getting a better hang of using the pixel processor. That could be super useful aswell for removing noise from a heightmap without blurring the big shapes and edges.
@cgvinny without the tutorial i wouldn't have had a clue about converting coordinate system and calculating angle and radius. so it was very useful in that regard
@cgvinny without the tutorial i wouldn't have had a clue about converting coordinate system and calculating angle and radius. so it was very useful in that regard
That's really nice Vincent. You reckon we will get some realistic erosion features for SD in the future? SD could even replace World Machine then in my workflow. I'm not sure it's possible right now without loop functions or something particle based.
Hello everyone ! I just started with Substance Designer, and I am still confused with the tool (I need some real practice )
Quick question : I'd like to get a random gradient (from grey to white) randomly rotated on this tile I made I cant remember what node it was I once saw one that would allow you to do it by loading a new ressource for each tile so they dont overlap
Replies
Cheers!
Crosspost from here.
More images here.
Crosspost from here.
Crop:
Crosspost from here.
https://gum.co/ZUJoF
YouTube Overview Video - https://youtu.be/7td09d3nt8U
Hey Guys,
For those who are interested in a Herringbone pattern generator for Substance Designer you can download one now on Substance Share -https://share.allegorithmic.com/libraries/2023
This Herringbone was created by myself and Josh Lynch who created a tutorial on how to make this Herringbone pattern. My contribution to this was adding some math and editing some functions to stop any tiling issues.
You can watch Josh's tutorial on which he shared just above.
If you have any issues or would like to send feedback on the pattern itself then drop me an email or message me here.
Updating my Artstation with some new renders of older work .
i created a mask using tile random color...
I'm new on SD and SP. I basically make my objects textures in the traditional way (i mean Photoshop ) but when I see your works done with SD this is insane ! Congrats.
Now I would like to understand Substance designer processes and create a texture like this for some architectural 3d models.
The final point is to create some architectural model textures faster than in the traditional mode.
Can you drive me to some materials base to achieve this kind of textures ? Maybe, there are some existing materials like this but I didn't find it.
The stone is kind of limestone.
Thanks a lot !
Im pretty sure there are some that you can use there
Cheers!
Where is this Marmoset preset? I would lvoe to try it .
Cheers!
https://gumroad.com/rogelio
I've just released a new tutorial, again for free. https://gum.co/haUSe
The tutorial will go over how to create an function to fix possible tiling issues that may arise during development of your own Substance Nodes.
The example in the video shown will be that of the Herringbone Pattern.
This is a slightly technical one too as I use math operators, but I do explain what they do.
For a preview you can check out this link - www.youtube.com/watch?v=0vXeV-UjngI
Artstation - https://www.artstation.com/artwork/5YwaP
This morning I made a wrinkle generator! It was a bit of a trick getting the edge detection method I use to work at any resolution:
I decided to share one of the custom nodes that i made for adding edge wear. Never shared anything like that before, so i don't know if it works or if you will find it useful. Please leave me a comment if you encounter problems with it or if you have any feedback.
https://gum.co/CjRWfW
I wasn't quite satisfied with my edge trimming and wear results for the first couple substances that i made. The slope blurs ended up looking either too blurry or too noisy so i took some inspiration from tools like ndo and crazybump that have their erosions tiered by detail size. I found what works nicely is to start with a large shape noise and then for the next step double distance and half intensity and so on. That way the result comes out well defined.
This one takes in a heightmap and roughness map and then spits out AO, Roughness, Normals, and final Heights. The heightmap settings let you scale its strength and position (from 50% grey). It also contains my custom Normal to Roughness node (free download in my thread), allows you to use two different normal generation methods (Nice Normals is my own, the other is the default), and exposes regular AO controls as well as a "Stylized AO" method I just created. I need a better name than "Height Material Generator" for this... Sometimes names are harder than doing the actual work!
So all told the above makes use of 3 nodes I've made. Nice Normals, Stylized AO, and Normal to Roughness, and packs them into a bundle that lets you chose between them or the default AO and Normal nodes! I really need to refactor Nice Normals because it's super awesome but pretty vague and should probably default to low values.
I already showed the Wrinkle generator I used, so here's a closeup on my "Webs" generator:
It has no exposed parameters right now, but it looks like water caustics which is real pretty. Sorry for the big post!
https://gumroad.com/l/stylizedgrass
i'm experimenting whit fx map to realize this floor texture.... and...... i'm getting frustrated
help needed
I´m playing around with Substance since a couple of years, and i ask me since a couple of month how to realize stuff like parametric pattern, controlled density or scale.
I have an example here, if you guys could help me :pleased:
Is there a way to scatter multiple pattern on a given path like this spiral?
thanks a lot
@LORENZO What are you trying to make? This seems like an inefficient method for such a pattern. Instead you could make the pattern once and offset it across all of your tiles
already change the graph
https://www.youtube.com/watch?v=SItBOrWIhNU
White (paint) is placeholder from one of my old brick substances. Here's an alternate version with out it.
I am just starting to learn substance.
This are my 1st try using it that's why it look procedural. So if someone can help me improved it will be much appreciated.
Comment and Suggestion are very welcome.
Amazing! Thanks for sharing this! Do you know of any other formulas that could be turned into cool shape generators?
I want to try and make a bilateral filter next, now that i'm getting a better hang of using the pixel processor. That could be super useful aswell for removing noise from a heightmap without blurring the big shapes and edges.
That'd be quite useful yeah!
I ended up making a superellipse generator, works great and it was a good pixel processor practice. It's already up in Substance Share:
https://share.allegorithmic.com/libraries/2135
http://paulbourke.net/geometry/ I think the tanh and coth spirals could be useful for making something like this in SD: https://www.artstation.com/artwork/B2XBl
Irregular polygons would be pretty neat aswell. Could save a few steps for making things like natural looking stones.
https://www.youtube.com/watch?v=yphPQVO61BQ
@Steppenwolf erosion could definitely something cool to have (I'll share with the devs ;-))
I just started with Substance Designer, and I am still confused with the tool (I need some real practice )
Quick question :
I'd like to get a random gradient (from grey to white) randomly rotated on this tile I made
I cant remember what node it was I once saw one that would allow you to do it by loading a new ressource for each tile so they dont overlap
So I'd like something like this:
On those non-squarrish tiles I have
expected result:
Thank you,
Adrien