Hi, I am wondering if anyone have seen some examples of substance material where they apply brush stamp based on an input map. Say a height map or something like that. My problem is I want to apply the brush stamp repeatedly like an actual human painter but SD isn't designed to do that: node like Tile Sampler apply input…
^^exactly The hard part is working out which direction you want the strokes to face in. What you want if you're interested in specifying stroke direction is a direction map (not the same as a flow map) and unfortunately there's no way to paint one of those in any comercially available software I've come across. However, if…
honestly, I used them before but if you take a look at the google image search result from "tile sampler + vector map", I don't think they are sufficient. The best result by far is Matthias's work: https://www.artstation.com/artwork/4nKDn But it's still too easy to see the procedural stamping nature of it (compare to an…
Make sure to read my accompanying blog post to the oil painting frame. I'm not much experienced with hand painted styles but my technique there can probably be pushed a lot further to avoid procedural look. Maybe don't shy away from importing some bitmaps of paint stroke shapes for a more believable hand painted look. Not…
If you want it to feel like there's an under painting and overlapping strokes that build up, could you just use a Tile Sampler to splatter a paint stroke shape. Either blend Max or Add/Sub, then gradient map it to add color. Do that for your larger shapes and with your smaller shapes to hopefully simulate a large stroke to…
You are correct. But let me explain my problem: - My current approach is to create procedural material that take baked maps like uv/world normal/position/occlusion, because I don't believe I can produce the paint result without knowing some mesh info (that's the information a handpainting texture artist would have.) - I…
I know what you mean. You face a problem with this sort of thing because you cant analyze a whole image at once in an fx map you can only take point samples) and therefore cannot make an algorithm that works out how to paint it. Experiment with the tile sampler and vector map and try to articulate what it's not doing…