Creating Sand Rocks in Substance Designer
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It's not shown in the video, but there is an option in the Poly Reduce node to keep Quads and it does a marvelous job keeping intact the original shape decreasing geometry in the areas whereis not needed. Unfortunately the Poly Reduce node only keeps quads if the input mesh is already quad based. In order to get quads from non quad geometries you need to try the Voxel node.

can 80.lv stop posting this kind of low-quality 'showcase' articles? If I wanna find showcase/reel, I can find them easily on Viemo, cgsociety. Everyone know houdini can be used to do destruction, simulation, etc. there is no need to show another destruction unless posting a helpful 'tutorial'. However, this is not.

Can it produce quads, too?

Creating Sand Rocks in Substance Designer
7 December, 2017
News

Substance Academy and Jonathan Benainous have shared a new guide that goes over the process of creating amazing “sand rocks” Substance material with the help of Substance Designer. The artist discussed some of the production challenges and talked about his Substance workflow to help you build high-quality materials.

 

Here is a small piece to get you excited: 

ROCKS:

After creating a paraboloid and spreading my shapes, I inverted the result to create a wavy organic effect. I reused a paraboloid to crop the main shape of my rock.

I then used a succession of Slope Blur Grayscale, Directional Warp, Gradient Linear 1, and Level nodes to get a rock primitive.

Now that I have my rock primitive shape, I use a succession of blends to merge them together. The Transformation 2D nodes allow me to place the shape in the right position. The Level nodes are here to adjust the elevation of the two shapes blended in Max.

Using the rock primitive shape previously created, I sculpt into the main rock, subtracting shapes here and there to get as close as possible from the reference.

Jonathan Benainous 

Make sure to read the full breakdown here.

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