Really nice attack on it man! I love the little holes and the large forms.
The small forms can get really hard imo... if you're interested, my method used a ton of slope blur gray scale, blurHQ, and directional blur. And I tended to use a slope blur grayscale as the slope of another slope blur grayscale.
Another weird technique was to slope blur grayscale an image with it's inverse. Or invert an image and blur grayscale it on itself and composite it with the first image...
Anyway yours is looking great imo. Just some techniques to try out if wanna test it out.
Caser: How did you get the knots in the bark texture ? It looks really good. It just needs a bit of a different color in the center of the knot that's revealing the wood underneath.
@arvinmoses: Thanks! I usually use this kind of nodes. Never used the inverse image technique. I tried it out, but I think it will be better to use it when I start a graph, to have a better control on how it affects the substance. Anyway, thanks for the advices @Tectonic: Thanks! Glad you like my knots :poly122:
@synergy11: The knots are just a "volcano" shape added over the heigh creation nodes. Instead of adding it at the start of the graph, like I usually would do, I put it at the end, so the height information of the trunk affects on the shape of it. Brad shared on this topic a way to overlay elements on top of others, I used a similar method to add the knots over the surface of the trunk.
I'm using the super useful symmetry node from Brad (https://share.allegorithmic.com/libraries/465 )
@Caser, that bark looks great, and you've got a nice workflow there! Glad the symmetry node has been useful. It came to my attention that it's 8 bit, so I'll need to upload 16 bit versions ASAP.
I'm also in crunch though... I wish I could be substancing! :poly142:
Allegorithmic have started an awesome new competition! Highly worth checking out! We will still be running in the mean time. But if you want to show us your awesome work from the other competition or receive critique etc feel free to post here as well.
A lot of people are busy this week with the contest I imagine. So I will be extending roof tiles this week. For anyone finished and eager I have added another texture you can choose to make.
Hey guys! Here's my first pass at the roof tile. I'm getting the hang of building a nice height map but one thing that i struggle with is creating a nice baseColour... They tend to be too flat or generic, any tips for baseColour victory?
More pics on my Artstation
Marble substance I just finished!. Thinking about joining the contest fun, but not sure, not feeling confident enough yet! C&C greatly appreciated!
Hey guys, loving the work here. I've been scanning this page for a while now and I've finally jumped on the Substance wagon.
Here's my attempt at the metal floor, but so far I'm having issues with my normal map already. For some my rotated diamonds aren't as intense as the rest, any reason why?
More pics on my Artstation
Marble substance I just finished!. Thinking about joining the contest fun, but not sure, not feeling confident enough yet! C&C greatly appreciated!
Would anyone be nice enough to share their SBS for the bark? Or perhaps a few screenshots of the beginning process of creating the shapes?. I'm having a really hard time with it... you might even say I'm stumped
This is what I have. I'm trying to do an oak tree bark
Cay: you really nailed that metal roofing!
Arvinmoses: Nice work. Those ground/grass textures are a challenge. Although your brickwork seems to protrude too much for something that is meant to be embedded in to the ground/dirt.
Soldeus: Thats some awesome marble. I've been considering using that for one of the challenges but it looks like you've beaten me to it!
Sorry for the delay new week is up! Apparently you can lose a whole day when not paying attention. Next week will also likely be up on the 1-2 of november as I will be at pax Aus.
Hi all, I'm making my first submission. I'm using Substance 4.6 to make and render the shader. Dont quite think I achived the colors but like the general look of it. Hope you like. Any comments are welcome.
Note: I slightly multiplied the AO with the color so the image woudnt look all washed and plain. Is it normal?
Right now I'm trying to do the intermediate image.
Hi everybody Here is my first submission too, but for an old subject. I try making a cliff texture. I'm using substance 5.3
I have some variations based on the same graph. It's still very WIP. I'm not happy with the peebles and everything still needs work but here it is anyway.
Guys don't forget that you can submit your recently created materials fot the Procedural Material Contest on Substance Share, there are still 2 weeks to go!
Everyone seems to be pretty flat out again this week so I will extend the subject matter for one more week. A new topic will arrive next week. And be sure to check out the awesome work coming from the substance contest and get your entries in for a chance at some sweet prizes! https://www.allegorithmic.com/blog/procedural-material-contest
So here's this/last week's challenge . I did cheat on a few shapes though, as always more time could be spent. The stains are pretty wet as well, mostly because it looks more fancy than just discoloration.
Caser: that is just too awesome, I will have to take a look at the sbs and see how you did that! Cay: those bricks are great, you really nailed the forms. Royoyo: those stains are fantastic, spot on with the reference. Adelon: keep plugging away at it, you're off to a great start so far.
1st pass: Clouds blended with BnW2, then i used slope blur in Min mode with linear gradient as a mask. mask1.jpg then I masked out distorted tops of bricks. That's a base mask: mask2.jpg
2nd pass: Used edge select node on base mask with some more noise. That's for rough dirt. mask3.jpg
3rd pass: Masked bottoms of bricks, then blended with base mask for another round of heavy dirt. mask4.jpg
I see.. so you did mask the brick tops.. I assumed it was just fitting well. It's actually quite similar to what I did.. I just have to get more variation in and not mask out single bricks completely.
Replies
The small forms can get really hard imo... if you're interested, my method used a ton of slope blur gray scale, blurHQ, and directional blur. And I tended to use a slope blur grayscale as the slope of another slope blur grayscale.
Another weird technique was to slope blur grayscale an image with it's inverse. Or invert an image and blur grayscale it on itself and composite it with the first image...
Anyway yours is looking great imo. Just some techniques to try out if wanna test it out.
@Tectonic: Thanks! Glad you like my knots :poly122:
@synergy11: The knots are just a "volcano" shape added over the heigh creation nodes. Instead of adding it at the start of the graph, like I usually would do, I put it at the end, so the height information of the trunk affects on the shape of it. Brad shared on this topic a way to overlay elements on top of others, I used a similar method to add the knots over the surface of the trunk.
I'm using the super useful symmetry node from Brad (https://share.allegorithmic.com/libraries/465 )
I'm also in crunch though... I wish I could be substancing! :poly142:
Good luck in the crunch Rogelio and bradhb3d!
Good luck with the crunch guys!
And @Jerc nice start you've got there.
Cheers!
@Jerc, Great start! Looking good, can't wait to see the final material!
I need to catch up on these weekly challenges soon. Awesome work going on.
Good luck all!
https://www.allegorithmic.com/blog/procedural-material-contest
More pics on my Artstation
Marble substance I just finished!. Thinking about joining the contest fun, but not sure, not feeling confident enough yet! C&C greatly appreciated!
Here's my attempt at the metal floor, but so far I'm having issues with my normal map already. For some my rotated diamonds aren't as intense as the rest, any reason why?
Here's the set up:
Oh my god, that middle tile is beautiful.
how did you manage that?!
It's actually quite simple. Both tile generators have the same parameters. The Top one(used as a Mask),has a 0.5 Offset, and Vertical Mask enabled.
This is what I have. I'm trying to do an oak tree bark
Wish I had the time to do every single one.
Arvinmoses: Nice work. Those ground/grass textures are a challenge. Although your brickwork seems to protrude too much for something that is meant to be embedded in to the ground/dirt.
Soldeus: Thats some awesome marble. I've been considering using that for one of the challenges but it looks like you've beaten me to it!
All these are generated inside marmoset from the same substance's parameters:
This is my result after going through Rogelio's Gnomon tutorial:
Note: I slightly multiplied the AO with the color so the image woudnt look all washed and plain. Is it normal?
Right now I'm trying to do the intermediate image.
Here is my first submission too, but for an old subject.
I try making a cliff texture. I'm using substance 5.3
I have some variations based on the same graph. It's still very WIP. I'm not happy with the peebles and everything still needs work but here it is anyway.
Thanks !
Late - Week 13 submission.
https://www.allegorithmic.com/blog/procedural-material-contest
https://share.allegorithmic.com/libraries?by_category_type_id=11
Here's my entry on the substance share: https://share.allegorithmic.com/libraries/777
And some renders with Iray inside Substance Designer:
I'll try to catch up with the last weekly challenges!
Congrats !
Any advice and critique are welcome
Cay: those bricks are great, you really nailed the forms.
Royoyo: those stains are fantastic, spot on with the reference.
Adelon: keep plugging away at it, you're off to a great start so far.
1st pass:
Clouds blended with BnW2, then i used slope blur in Min mode with linear gradient as a mask.
mask1.jpg
then I masked out distorted tops of bricks. That's a base mask:
mask2.jpg
2nd pass:
Used edge select node on base mask with some more noise. That's for rough dirt.
mask3.jpg
3rd pass:
Masked bottoms of bricks, then blended with base mask for another round of heavy dirt.
mask4.jpg
and that's final albedo tex:
albedo.jpg
p.s. I'm pretty new to Substance Designer, so I might overdo something or just mess up
And sorry for my english, it is terrible.
It's actually quite similar to what I did.. I just have to get more variation in and not mask out single bricks completely.