is it possible to make flow map in Substance Designer somehow ?
For example for this kind of dried out ground streams . I spent last couple days trying to invent the way but still have no idea.
I know I can do it with a"follow path" brush option in SPainter but how could I do it procedural way?
I tried to make regular normal map and then shift it slightly but it makes the flow vector inaccurate. Does anyone manage to do it in SD?
Replies
you may be able to use a kernel based approach to determine flow direction at a heightmap pixel based on the slope angle between it and it's neighbours - basically the same approach you'd use to generate a normal map
I'm not sure how well it would work out in practice though.
it samples the 8 neighbouring pixels to the current one (thats the kernel) and uses the difference in normal direction to work out how much curvature is happening.
this is a fairly clear explanation of how kernel based filters work
https://setosa.io/ev/image-kernels/
there's no point building your own kernel based stuff - whatever happens you're just going to end up with a normal map and without looping there's nothing you can do to track an individual pixel "rolling" down a slope
you might have some luck with this sort of thing... the basic idea is to use the normal direction as UVs and then scroll them by height
it's going to be pretty difficult to maintain the integrity of the input image - I imagine it'll work better in a shader but the input flowed texture is going to get pretty brutalised
It is indeed similar to the vector warp .