Creating Muddy Ground in Substance Designer
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Latest comments
by chadackfb@gmail.com
58 min ago

Awesome

by derjyn@gmail.com
7 hours ago

$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.

Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.

Creating Muddy Ground in Substance Designer
2 March, 2017
News
Sharpstance has uploaded a two-part video tutorial on building a muddy material inside Substance Designer. This thorough guide will lead you to creating a high-quality mud that will be perfect for different kinds of scenes. 

Check out the guide below:

Part 1

Part 2

You can check out other material breakdowns by Sharpstance here. Bricks, rubble, stones, wood and other substances. Here are some examples:

 

Source: Sharpstance

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