Experiments with Material Scans in Substance Designer 6
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by Koenker-Master
4 hours ago

What a shame EA! Fuck off, i go to steam :-)

by serkan_buldan@yahoo.com
7 hours ago

Since you are open to discussion and critics i would suggest you to use less aggressive language when you are on the internet. I would try something like, "Hey Cem, this is great material and thanks for the article. As far as i know from 80lvl Facebook group you can improve the performance or you may consider dropping the price. Keep up the good job." It doesn't have to be the same words but this kind of attitude would lead to a softer conversation because your intention will be clear.

by cemtezcan@gmail.com
8 hours ago

@derjyn@gmail.com Is there any link or video for the cheaper solutions that you mentioned before? Please share them. I haven't seen any cheaper, faster, HD, loopable and adjustable "normal map" flipbook video that you said in your first post. I would be happy to compare the results in realism.

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. 


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