Hey everyone!
I've finished this recent study in Substance Designer. It took me 4 days to figure everything out.
https://www.artstation.com/artwork/9eRWBWI wanted to create the stone floor I took in picture when I last visited Montpellier. It has several tile shapes and they all had different materials. It was a good personal exercise.
I started by creating 5 initial stone shapes that I varied three times each to get 15 final shapes, for variety's sake.I created 6 different materials to create this final result. I did various attempts to create a sort of an equivalent to the ID material function in modeling. I struggled to get a good tiles mask since the Tile Sampler node isn't too powerful for creating non overlapping tiles with minimum black space between each input. It was a real hell... I ended up creating 10 Tile Samplers, each one as a horizontal white stroke and a Transform 2D node for each shape to place them manually.
Flood Fill nodes helped a lot to create the ID masks. They're quite handy.
Daniel Thiger's Fundamentals series is really a treat to tackle down some issues. I really recommend them!
100% fully procedural Substance Designer material, all in 4K resolution. :smiley
Please check my artstation post for more high res renders.
https://www.artstation.com/artwork/9eRWBWCheers!
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