Experiments with Material Scans in Substance Designer 6
Subscribe:  iCal  |  Google Calendar
Utrecht NL   24, Nov — 26, Nov
Philadelphia US   30, Nov — 3, Dec
London GB   30, Nov — 1, Dec
London GB   30, Nov — 3, Dec
Dortmund DE   1, Dec — 3, Dec
Latest comments
by Jamie Gibson
6 hours ago

Hi Elliott, This is a great breakdown and very generous in sharing your process and insights, you came a long way from the vending machine days!

Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!

by mr. Awesome
12 hours ago

Fucking AWESOME!

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"