I did a cobblestone pattern when I started learning substance designer around 6 months back. I thought of redoing it for this challenge, but couldn't get any time this week. Anyways, here it goes.
Here are the renders for the intermediate challenge:
This one was tricky. I tried to do the pattern in a single fx-Map, but I wasn't able to do it. Despite that, I learned new tricks, and made a variant of the splatter circular node, with more control for rotating and deleting the pattern.
So last weeks cliff challenge is one i struggled with a lot. It took me 11 different trys to come up with this. I sorta did it by accident because i was trying to replicate what Jorymos did for his submission. Anyways, I am super pleased with the outcome of this one. I think it just goes to show that you should never give up.
Incidentally, can someone criticize my pattern generation? I don't like the fact that my little rivets are rounded at the end instead of pointy, but I didn't have an idea how better to create it using just the procedural tools:
@Luggage : If you can design some kind of pointy shape, you will be able to merge it with your primary form. Like a square rotated 45° and squashed a bit
I'm late with this one, but I couldn't figure out the way to make an arch style cobblestone... did I miss something? meanwhile i still did this :
Incidentally, can someone criticize my pattern generation? I don't like the fact that my little rivets are rounded at the end instead of pointy, but I didn't have an idea how better to create it using just the procedural tools:
You might want to try something like this... start with a larger shape, that already has some falloff like a PRABOLOID. Use a TRANSFORM node to OFFSET it slightly in X, then use either another TRANSFORM or a SYMMETRY node (in my case I have my own symmetry node) to mirror the offset shape across the Y axis. It will effectively get you similar results as above, but with more control and fewer steps.
You will also have to set the TILING MODE to ABSOLUTE > NO TILING on that transform in order to scale it horizontally without it wrapping. So Make sure you use ANOTHER transform after that to set the TILING MODE back to ABSOLUTE > H and V TILING. If you don't, that NO TILING setting could persist throughout your graph and break other things.
Nevermind my Square / Inverse node, that is just something to control falloff, that isn't necessary for this.
Incidentally, can someone criticize my pattern generation? I don't like the fact that my little rivets are rounded at the end instead of pointy, but I didn't have an idea how better to create it using just the procedural tools:
I ended up getting pointy tips when i used the bevel node for my generation. Also, i'd like to point out that it's every cool and interesting to see how differently you can go about achieving the same thing. Heres my graph, look how we tile differently. Heheh i think i did it the hard way. LOL
@EpicBeardMan
Only C&C i can suggest is increasing the height slider in the shaders setting to give it a bit more umph.
@cgvinny
Thats really cool man! You should show us how to do that.
@Luggage
I think the scratches look a bit off by only being on the tops of the studs and not on the floor part. Other than that this looks really great. good job!
@tigerheart
The brick spacing seems a little small to me but still though, this looks amazing. Good job mang!
Heres my beginner submissions. They come from the same .sbs but look different i dunno why.
This first one is my .sbsar.
This is when you extract as bitmaps and add them as a new shader in toolbag 2
My scene settings and everything else are the same. I dunno why they're different. I have some weird issues like this now and again. Sometimes when i make changes and then publish the .sbs to a .sbsar, import it into toolbag2 my changes aren't there. But exporting as bitmap and then adding in them into toolbag 2 manually, the changes exist. it's quite strange.
@Luggage
Well, here's mine graph of the pattern for reference:
(Quick summary of my graph: I was thinking of making the pattern by intersecting 2 circles. When I introduced Blend node (can't remember what was the blending mode) I got the shape I wanted but there was also some leftover from the circles. So I introduced couple of rectangle shapes to mask away the leftovers. And with couple of blend and transform 2D nodes I got the pattern I wanted. And, for the end I introduced Splatter node which is a really interesting node to say the least)
And, about the material itself. Looks pretty well done. One thing I would add is some "macro" dirt detail, like one or two big stains across the material, and it would be spot on. @bradhb3d has an interesting way of doing it. Although I would advise to have as many nodes in the pattern graph so you can easily change the parameters later in the process. And it also might be useful for exposing parameters.
@agentc0re Yeah, I tried pumping up the normal but it seems that it won't go much further, gonna try something with other effects.
Now, about your work. The pattern looks good. Now, the wear and tear looks too homogeneous. It might be good to mask the existing wear and tear and dirt with some kind of mask, maybe modified cloud noise. Overall, it's pretty well done material.
Thanks for the answers, everyone! I've revisited it and used a variant of @bradhb2d's method with two offsets and a mask now, which looks much closer to the reference. Also tweaked the dirt and masks a bit more.
Rendered in UE4.9 with the new POM shader, btw! And here's the new pattern graph:
@EpicBeardMan, @Luggage, Your symmetry approach is pretty much exactly what I did. I just took all those nodes and build some simple switches and controls around them, so I can re-use them later.
@Luggage Your update looks pretty sweet! Nice presentation too.
Download Link: I also put my symmetry node up on my Substance Share where you can download it if you want:
Decided to join in with the fun, here's my take on this week's material:
Quick question: I've found that i'm getting some seams in my materials. I've found online that this might be due to using Transform 2D nodes or similar. Does anyone know of a fix for this i.e a node that would re-adjust it and make it tile again? Thanks!
Quick question: I've found that i'm getting some seams in my materials. I've found online that this might be due to using Transform 2D nodes or similar. Does anyone know of a fix for this i.e a node that would re-adjust it and make it tile again? Thanks!
I cant see the seam in your render but If your referring to the thin black line you get when using a tile generator after a T2D then you can use a T2D node with tiling set to ABSOLUTE/NO TILING and /2 and then feed that into Tile Generator with the scale set to 2, That should fix the thin black line.
I cant see the seam in your render but If your referring to the thin black line you get when using a tile generator after a T2D then you can use a T2D node with tiling set to ABSOLUTE/NO TILING and /2 and then feed that into Tile Generator with the scale set to 2, That should fix the thin black line.
Awesome Texture By the way!
I should've posted an image with what I meant:
The problem does seem to be the Transformation 2D node. As soon as I use it to rotate a noise node it will create a seam. I tried rotating the matrix for it but it still creates the seam. It doesn't seem to mind moving it around. Does anyone know a way to rotate noise nodes without it causing to seam? (The fault could well be mine as I'm still very new to the software hehe)
The beginner one here from me. At first, I was going to a tinted version, but then I started
tweaking it and it became less tinted, and I think slightly more accurate. It doesn't tile
too obviously either, I think. Last shot in Toolbag 2.
Feel free anyone to take it and do whatever to it. Keep in mind that it's one of my first substances I've ever made. So it's a bit messy and I'm sure it's not that optimal but still feel free to dissect it.
You guys are killing it! @StoneNRoll The bricks look great on the cylinder but less interesting on a plane. Maybe you should make some sticking out more than others? A bit of a slope also, and color differences between bricks?
@Caser your substance is really cool ! I just regret that there is no parameter exposed to tweak the final result.
Thanks!
Yeah, I should have done it, but... I was lazy
In fact, there's a lot to improve on the substance to do it really useful ( the pattern repetition is really evident when the texture is tiled a couple of times, for example). I want to try to export the substance to UE4, so maybe I will upload a new version with the correct parameters exposed.
Thanks!
Yeah, I should have done it, but... I was lazy
In fact, there's a lot to improve on the substance to do it really useful ( the pattern repetition is really evident when the texture is tiled a couple of times, for example). I want to try to export the substance to UE4, so maybe I will upload a new version with the correct paramenters exposed.
Replies
CobbleStone Cube by Steve Peters on Sketchfab
[IMG][/img]
[IMG][/img]
[IMG][/img]
Here are the renders for the intermediate challenge:
This one was tricky. I tried to do the pattern in a single fx-Map, but I wasn't able to do it. Despite that, I learned new tricks, and made a variant of the splatter circular node, with more control for rotating and deleting the pattern.
Here's my go at this week's challenge.
Gonna try and do intermediate one as soon as I can.
C&C welcome!
Cheers!
I don't like how the dirt's variation came out, and my network is probably a bit too convoluted. But this was fun!
I'm late with this one, but I couldn't figure out the way to make an arch style cobblestone... did I miss something? meanwhile i still did this :
You might want to try something like this... start with a larger shape, that already has some falloff like a PRABOLOID. Use a TRANSFORM node to OFFSET it slightly in X, then use either another TRANSFORM or a SYMMETRY node (in my case I have my own symmetry node) to mirror the offset shape across the Y axis. It will effectively get you similar results as above, but with more control and fewer steps.
You will also have to set the TILING MODE to ABSOLUTE > NO TILING on that transform in order to scale it horizontally without it wrapping. So Make sure you use ANOTHER transform after that to set the TILING MODE back to ABSOLUTE > H and V TILING. If you don't, that NO TILING setting could persist throughout your graph and break other things.
Nevermind my Square / Inverse node, that is just something to control falloff, that isn't necessary for this.
I ended up getting pointy tips when i used the bevel node for my generation. Also, i'd like to point out that it's every cool and interesting to see how differently you can go about achieving the same thing. Heres my graph, look how we tile differently. Heheh i think i did it the hard way. LOL
@EpicBeardMan
Only C&C i can suggest is increasing the height slider in the shaders setting to give it a bit more umph.
@rogelio
This looks great... as expected!
@cgvinny
Thats really cool man! You should show us how to do that.
@Luggage
I think the scratches look a bit off by only being on the tops of the studs and not on the floor part. Other than that this looks really great. good job!
@tigerheart
The brick spacing seems a little small to me but still though, this looks amazing. Good job mang!
Heres my beginner submissions. They come from the same .sbs but look different i dunno why.
This first one is my .sbsar.
This is when you extract as bitmaps and add them as a new shader in toolbag 2
My scene settings and everything else are the same. I dunno why they're different. I have some weird issues like this now and again. Sometimes when i make changes and then publish the .sbs to a .sbsar, import it into toolbag2 my changes aren't there. But exporting as bitmap and then adding in them into toolbag 2 manually, the changes exist. it's quite strange.
C&C very welcomed!
Well, here's mine graph of the pattern for reference:
(Quick summary of my graph: I was thinking of making the pattern by intersecting 2 circles. When I introduced Blend node (can't remember what was the blending mode) I got the shape I wanted but there was also some leftover from the circles. So I introduced couple of rectangle shapes to mask away the leftovers. And with couple of blend and transform 2D nodes I got the pattern I wanted. And, for the end I introduced Splatter node which is a really interesting node to say the least)
And, about the material itself. Looks pretty well done. One thing I would add is some "macro" dirt detail, like one or two big stains across the material, and it would be spot on.
@bradhb3d has an interesting way of doing it. Although I would advise to have as many nodes in the pattern graph so you can easily change the parameters later in the process. And it also might be useful for exposing parameters.
@agentc0re Yeah, I tried pumping up the normal but it seems that it won't go much further, gonna try something with other effects.
Now, about your work. The pattern looks good. Now, the wear and tear looks too homogeneous. It might be good to mask the existing wear and tear and dirt with some kind of mask, maybe modified cloud noise. Overall, it's pretty well done material.
Rendered in UE4.9 with the new POM shader, btw! And here's the new pattern graph:
@Luggage Your update looks pretty sweet! Nice presentation too.
Download Link: I also put my symmetry node up on my Substance Share where you can download it if you want:
https://share.allegorithmic.com/libraries?by_user_id=30
It reads to me as broken taffy-like paint or clay, while the brown material reads more like a generic raw material like plaster or mud
My only bit of feedback would be to remove the grey outline in-lining the breaks.
The red material is very choice. Nice work.
Hey so i took your advice and tried to get some variation in my roughness. Here's what i came up with.
Cheers!
And also a picture from my pattern graph:
Quick question: I've found that i'm getting some seams in my materials. I've found online that this might be due to using Transform 2D nodes or similar. Does anyone know of a fix for this i.e a node that would re-adjust it and make it tile again? Thanks!
I cant see the seam in your render but If your referring to the thin black line you get when using a tile generator after a T2D then you can use a T2D node with tiling set to ABSOLUTE/NO TILING and /2 and then feed that into Tile Generator with the scale set to 2, That should fix the thin black line.
Awesome Texture By the way!
Cheers!
Cheers!
I should've posted an image with what I meant:
The problem does seem to be the Transformation 2D node. As soon as I use it to rotate a noise node it will create a seam. I tried rotating the matrix for it but it still creates the seam. It doesn't seem to mind moving it around. Does anyone know a way to rotate noise nodes without it causing to seam? (The fault could well be mine as I'm still very new to the software hehe)
Thanks for the tip about the T2D!
Thanks, this was very handy to find the source of the problem
tweaking it and it became less tinted, and I think slightly more accurate. It doesn't tile
too obviously either, I think. Last shot in Toolbag 2.
This is a bit late and off topic but better late than never:
@agentc0re I'm super sorry for not looking at this thread since the last time I posted. Here's my sand substance file that you asked for:
https://www.dropbox.com/s/lumsm8qd9c7hb9r/Sand.sbs?dl=0
Feel free anyone to take it and do whatever to it. Keep in mind that it's one of my first substances I've ever made. So it's a bit messy and I'm sure it's not that optimal but still feel free to dissect it.
Made a Diamond Plate Shape node:
Got a first pass on the base material:
And for last week's challenge.
@StoneNRoll The bricks look great on the cylinder but less interesting on a plane. Maybe you should make some sticking out more than others? A bit of a slope also, and color differences between bricks?
My contribution to the Rocks substances :
@rogelio , don't know if it is a happy accident, but it looks really cool
Looking really cool! I would personally like it better if the texture especially the normal map had less noise.
Thanks!
Yeah, I should have done it, but... I was lazy
In fact, there's a lot to improve on the substance to do it really useful ( the pattern repetition is really evident when the texture is tiled a couple of times, for example). I want to try to export the substance to UE4, so maybe I will upload a new version with the correct parameters exposed.
Nice can't wait ;-)