If you have a depth/height map, then using a level should be enough to extract a part of it. You could also easily expose the min and max depth as parameters to use the level as a dynamic filter. I don't know blender, but a very soft blur combined with another level node could also work if you need to generate a clean…
Actually I think there is just no good workflow. There is a huge lacuna in modern soft for that specific task. And honestly I don't understand why. I am waiting many years already. You basically need a composing soft like Fusion but being rather texture focused. Photoshop works, especially with current linked smart…
It works for mostly flat things and hi frequencies small height variations only really. You can't just hi-pass and blend height map like a color image without respect to actual height. It would produce very repetitive texture with noticeable height blending seams. To do it right you need a proper actual Z(depth) combine…
Substance Designer is built around producing square shaped doc, pretty inflexible for tile-able textures beyond cell phone games + unique UV unwrap, also useless for non unique textures. It could be helpful if they ad a few extra options. It's not a composer really. You would need to do a lot of redundant routine…
We use Designer internally to tile scanned materials (that obviously don't tile by default) so I would say it's totally doable. Regarding the "huge mess" for nodes it's very subjective as there are many way to organize a graph. By creating a custom filter with a good set of parameters exposed you could totally tile a lot…
You are right. As far as I understand, the workflow is putting photoscanned piece in Zbrush and extracting diffuse, normal and other maps from it. Then if you put all these maps in B2M and use Make it Tile option, you'll get all your maps tiled. Or you can use Substance Designer node for the same result. It won't probably…
I think a key feature to work wit scanned materials is ability to combine patches respecting its depth. Could you show an example how could I do so in Designer . I see Max(Lighten) blending mode to combine depth. Ok, now I need a mask for color channel to separate patches based on its depth combine. Preferrably anti-alized…