Thanks poopipe. I am afraid kernel approach is something too complex for me. Have no idea how to do it on my own in pixel processor. Would appreciate an example of any sort.
the sobel filter bit in the curvature_sobel node is a fairly simple example 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…
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…