Experiments with Material Scans in Substance Designer 6
Subscribe:  iCal  |  Google Calendar
20, Jan — 16, Mar
Leipzig DE   15, Feb — 18, Feb
21, Feb — 23, Feb
Barcelona ES   25, Feb — 1, Mar
Dubai AE   5, Mar — 7, Mar
Latest comments
by srdikster@gmail.com
6 hours ago


by Amanda Luginbuhl
7 hours ago

I've never heard of isolating the green channel of the normal map and using it as a paint layer. What effect does that create exactly?

WARNING They dont listen to their users as much as they like to say they do. Check their forums. Plenty of requests go unanswered. Their "To Do" list has been outdated. They lack staple features such as a Text Tool, Adjustment Layers, Channels, Layer Styling, Proper Cropping. Paintstorm cant even resize a photo correctly (It will always leave a border when resizes). You also run into square artifacts occasionally. There have also been several instances were paintstorm was detected as malware, once called out, the dev reuploads a clean version. This happened at least twice from forum reports and Virus Total. Aside from the very obvious lack of support and maintinence. The brush system is good. However a good brush engine will not replace the other basic features and functions paintstorm lacks. DO NOT expect support. This is definitely a homegrown app and it shows. If you want a versatile brush engine, clip studio or even krita is where its at.

Experiments with Material Scans in Substance Designer 6
7 March, 2017
Experienced developer Dave Riganelli has presented his experiments with the new nodes for surface scanning in Substance Designer 6. The artist did a few tests with different materials and got amazing results.

Objects scanned starting at top left:

  • Cotton Sweatshirt
  • Corduroy Button down shirt
  • Wool knit scarf
  • Vinyl fabric
  • Smooth pine board
  • Rough pine board

The “Smart Tile” node works pretty good although it’s output greatly varies based on how random the texture patter is. All materials here are tiled between 2-4 times, some worked out better then others

Photos were taken in RAW format , adjusted, and cropped square in Lightroom, then exported as 4k 16bit Tiff. 

Tiffs were imported to Designer and put into the scanning template. Images were then rendered in Marmoset.

Dave Riganelli

His scanning setup. Flash was raised about 1ft off the ground. White tape shows light positions.

 One of the sets of source images showing the position of the light source for each.

Substance graph setup. Most looked like this with some needing 1-2 “Material clone” nodes to remove blemishes or to help it tile. 


Leave a Reply

1 Comment on "Experiments with Material Scans in Substance Designer 6"