Hi,
I'm working on a bark substance and it seems to be a very complicated material. To achieve this I tried different approaches but none of them was really close to my reference image, which is this here (you might know it from the weekly substance challenge):
Those hard edged, layered shapes are quite hard to generate and here is a screenshot of what I've created so far in SD:
The main problem is that my shapes are still too smooth and not "edgy" enough. Moreover they need to have some layered heightmap but I need some advice how to achieve this. I'm also not really sure if it's better to use a noise as the foundation of the substance or a tile sampler with a specific input like you normally do for rocky surfaces.
Thanks for any help
Best regards,
Daniel
Replies
Could you please give me some hint, how those basic tiles would look like and how to blend them properly to get those shapes that more or less "interact" with each other and affect their neighbours flow? I'm really desperate regarding this substance right now and tree bark is damn hard to do