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[Substance Designer] Help me achive peeling effects?

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rafiii triangle
I am trying to achieve peeling wallpaper effects in Substance Designer. I have shared my basic setup where I have a graph of floral pattern, paper texture, and concrete plaster. I want to have concrete material underneath my wallpaper, but I couldn't achieve that. Below I shared my setup. In the marked area, I am supposed to have exposed plaster. I tried various things and couldn't figure it out, so I am posting here. I am so new at Substance Designer.
Substance File: https://www.dropbox.com/scl/fi/tpeme0944d30nmf29j40a/Peeling_Wallpaper.sbs?rlkey=syii1rvpc97qdozl02wk66bgn&st=v5cx
If anyone wants to have a look.




Replies

  • Eric Chadwick
    This might help you, from none other than the yogi himself @wesmcdermott

    https://www.youtube.com/watch?v=JnWvMys9xNk
  • rafiii
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    rafiii triangle
    This might help you, from none other than the yogi himself @wesmcdermott

    https://www.youtube.com/watch?v=JnWvMys9xNk
    Thanks for the video. I have watched this one, but I am trying to create tileable material. I don't know if I can implement the same type of thing in Designer. iam not so good at it, right now
  • gnoop
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    gnoop sublime tool
    Usually people use distance, bevel or blur nodes  and some blobs style noise  multiplied on top of it to create some elevated edges around tears  but  it never looks very realistic really especially on walls.     And  requires lots of miss and hit .  
       For wall paper tears bending down  with air pockets and plaster bumps /wires pocking through from behind   it's really better  to use cloth simulator IMO.   They are  perfectly capable.  I'd use some leather preset slightly tweaked with a bit stronger gravity and a bit slanted behind wall (during simulation only) .     In  Designer    it's never ending  tweaking and never looking right result.   You waste  less time  with a cloth simulator.   Blender's one for example  is not the best but still perfectly capable. and you need often just 15 frames to simulate.    Ask GPT and it will give you step by step instruction  or even write you one button hit addon  with some lack .    
    PS   You still can use  Designer  to produce  tear mask/pattern  to split cloth  mesh along  and glue spots mask  for the  simulation.
  • rafiii
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    rafiii triangle
    gnoop said:
    Usually people use distance, bevel or blur nodes  and some blobs style noise  multiplied on top of it to create some elevated edges around tears  but  it never looks very realistic really especially on walls.     And  requires lots of miss and hit .  
       For wall paper tears bending down  with air pockets and plaster bumps /wires pocking through from behind   it's really better  to use cloth simulator IMO.   They are  perfectly capable.  I'd use some leather preset slightly tweaked with a bit stronger gravity and a bit slanted behind wall (during simulation only) .     In  Designer    it's never ending  tweaking and never looking right result.   You waste  less time  with a cloth simulator.   Blender's one for example  is not the best but still perfectly capable. and you need often just 15 frames to simulate.    Ask GPT and it will give you step by step instruction  or even write you one button hit addon  with some lack .    
    PS   You still can use  Designer  to produce  tear mask/pattern  to split cloth  mesh along  and glue spots mask  for the  simulation.
    @gnoop Thank you so much. It was very informative. I was looking for what to do and what not, and I kind of got lost and didn't know what to do. I will try cloth sim rather than keep tweaking in Designer. I am also not so good at designer. Hope to learn it in the future.
  • rafiii
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    rafiii triangle
    And also, @gnoop, I somehow managed to achieve what I wanted in Designer. It's not super pro, but this was the look I was trying to achieve, so I think I will stick with it for now. And I really appreciate your help. 
  • gnoop
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    gnoop sublime tool
    rafiii    Be aware  Designer's openGL  render is outdated as hell  with very dim highlights vs typical modern game .   Iray is better representing  what will you see in a  game  probably . And you should look at such material with sharp light to surface angle to be able evaluate it right . Just my extra 2 c.    Front  illumination usually hides all the actual  issues.       
  • rafiii
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    rafiii triangle
    gnoop said:
    rafiii    Be aware  Designer's openGL  render is outdated as hell  with very dim highlights vs typical modern game .   Iray is better representing  what will you see in a  game  probably . And you should look at such material with sharp light to surface angle to be able evaluate it right . Just my extra 2 c.    Front  illumination usually hides all the actual  issues.       
    Alright, i will try to showcase in marmoset toolbag so that i can have a look at the details properly
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