Erosion as an Iterative Node
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4 hours ago

Guys! We need "Favorites" tab here on

Great work!

6 hours ago

My motivation wasn't to knock Cem, not as a person nor as a developer. As I said, "this is cool, no doubt about that". I was sharing my personal opinion about the price-point for a material that is so expensive (performance-wise), and pointing out the fact that the same look can be achieved for cheaper (both performance and wallet-wise). I personally find it hard to budget 10s of dollars for a single material, a single effect, etc., but that's me. Other people have money pouring out of their ears and can afford to play like that. The internet is getting less friendly as far as opening dialogues like this. People should be able to have opinions and share them, debate them, without being told to hush up and move along. I hope others buy and use this asset- I'd be curious to see how it stacks up to alternatives out there (again, as I said "I love options"). As far as making my own assets and releasing articles here? It's in the works. And if somebody came along and started a dialogue about issues, opinions they had, or whatever- I would be happy to engage them!

Erosion as an Iterative Node
26 April, 2018

Tom Jacobs has published a new post on his experiments with erosion as an iterative node in Substance Designer. The artist found a way to deal with fake erosion when playing with FX nodes. The described method allows Tom to generate numerous iterations very quickly. 

I have been experimenting with translating a particle-based approach into Substance Designer to get a more accurate and organic looking erosion. I tried a lot of things but ended up doing the bulk work inside FX nodes, because they allow me to quickly add a few 1000 iterations. 

So what is particle based erosion?

If you do a google, you quickly find some research papers, as well as code snippets and my node, is based upon that.  The idea is that we generate a few 10000 ‘drops’ across the mountain and let them flow downwards. On the way, they erode the surface and carry sediment. There is a certain threshold that this drop can hold and when this threshold is reached it drops this sediment as a deposit. A lot of parameters all have an influence on how this drop is handling sediment transport, speed etc such as velocity, gravity, slope angle and so on. 


Well, it took me quite a few tries before I finally got something. At first, I tried to chain a lot of pixel processors together but although the results looked promising, the problem is that the drops are getting warped way to heavy and secondly, I wasn’t able to sample a new direction each time a drop moves. (Basically, the tile sampler is doing the same, you can vector warp patterns, but they just sample one direction at the origin instead of a new direction each time a pattern moves, resulting in straight lines) 

Then I switched to FX nodes because it is easy to add an iterative node and set the settings. They also can be resolution independent and the patterns maintain their shape while moving around. 

Tom Jacobs 

Make sure to study the full article here

Source: ArtStation

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