Generating Concrete and Cracks in Substance Designer
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by diegographics@outlook.com
4 hours ago

Wow, that's great. Have to try this out!

Wow beautiful environment. Very thorough and detailed. But I think there are a few images that are not showing up (error?). Is that just me? Interested in seeing those other pictures...

by Admin
1 days ago

Jack. First of all, I want to apologize for offending you. We published this just to show how the tech could be used. We don't actually care about the message. But you do bring up a viable point, that for some people - this might be an issue, so I take this post down.

Generating Concrete and Cracks in Substance Designer
15 March, 2018
News
Tutorial

Daniel Swing has recently shared a quick tutorial on the way he’s working on concrete and glass surfaces in Substance Designer. The guide doesn’t show the full process, but rather focuses on some key elements. Take some to study the tips and tricks from the artist, build your own substance and share it with us! 

Here is a small piece of the tutorial: 

Concrete

We’ll start from the top and dive in on the details! Here you can see the full graph (which we will cover about 10% of) and the final crack-pattern.

First of all, to get some surface noise going, I applies a ‘Gradient Linear 3’ and crank up the tiling to 256, then warping it slightly with a ‘Perlin Noise’ so that the gradients aren’t compleatly straight. I then run it through a slope blur with ‘Cloud2’, then blended it into my height map using the “overlay” blend mode.

The basic color

Here you can see the very basic way I create the largest crack-flakes in the pattern I warp it with a small ‘Perlin Noise’ and then with a ‘Cloud2’. I use a ‘nondirectional_warp’-node that I got from Daniel Thiger’s Gumroad (I don’t know who else to give credit to) – but a directional warp or even a slope blur could render a similar result.

Major credit to Daniel Thiger, I’ve studied a lot of his graphs, this method is greatly inspired by his work:
I then feed the pattern into a ‘FloodFill’ to create gradients of the same shapes. I use the ‘Dilation’-node to tighten up the gaps between the gradients. I blend in a mix of ‘Cloud2’ and a small ‘Perlin Noise’ (to add some noise and un-even-ness in the gradients) and then pull it through a ‘Histogram Scan’ – I will use this as a mask for where I will put my smaller cracks later on. As you can see, the histogram has the position parameter exposed: That’s because I want to be able to tweak it as I go, masking out a larger or smaller part of the largest flakes.

Daniel Swing 

Make sure to check out the full tutorial here. 

Source: ArtStation
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2 Comments on "Generating Concrete and Cracks in Substance Designer"

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Bas
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Bas

Evan Liaw and Bradford Smith – ( ‘nondirectional_warp’-node that I got from Daniel Thiger’s Gumroad (I don’t know who else to give credit to)

Ivain
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Ivain

Funny thing, I was trying to create a material almost exactly like this as an exercise in designing my own materials. I guess I’ll see if I can build on this.

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