Creating Cypress Bark in Substance Designer

Peter Sekula has shared a breakdown of a complex Cypress Bark Substance material created in Designer.

Peter Sekula has shared a breakdown of a complex Cypress Bark Substance material created in Designer. Everybody needs a tree bark, so create one for your environments. 

Time for a complex one. Every environment artist needs a tree bark at some point. Cypress trees are iconic of Italian landscape, so it was fitting to construct one for my Rome: Fantasy Pack I project in Unity and Unreal. It turned out the heightmap came together pretty fast. Getting the albedo to look the way I wanted was the real challenge. Making sure the grey-to-reddish-to-tan transitioning felt right took some time.

My custom nodes, Get Slope and Height Selector, are required for this exercise. Get them here.

The Height Selector isolates pixels in a greyscale heightmap based on their value. Useful for when you want to texture the “tops or bottoms” of a heightmap. The Get Slope node generates a slope texture where black pixels on the resulting greyscale map are considered flat planes and white pixels are considered vertical angles.

Peter Sekula

Here goes the breakdown from the artist:

 

Linear Grain is a node I made, but it’s like directional noise. Warp it with a large perlin and a smaller one. This recipe creates a simple wobbly wood grain

Pfew! All that work for an albedo.

Peter Sekula, Creative Director – www.qt-ent.com

The breakdown was originally published on ArtStation. 
Published 06 September 2017
Arti Sergeev
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