How to Create Paint Splatters in Substance Designer?
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This is amazing! Please tell us, What programs where used to create these amazing animations?

I am continuing development on WorldKit as a solo endeavor now. Progress is a bit slower as I've had to take a more moderate approach to development hours. I took a short break following the failure of the commercial launch, and now I have started up again, but I've gone from 90 hour work weeks to around 40 or 50 hour work weeks. See my longer reply on the future of WorldKit here: I am hard at work with research and code, and am not quite ready to start the next fund-raising campaign to open-source, so I've been quiet for a while. I hope to have a video out on the new features in the next few weeks.

Someone please create open source world creator already in C/C++.

How to Create Paint Splatters in Substance Designer?
13 February, 2017
TimefireVR has uploaded a tutorial on creating different paint splatters in Substance Designer with the final graph being quick, simple, and versatile. The guide outlines 3 different paint shapes: splatters, blotches, and smears. The shapes were built with various noise and grunge textures from Substance Designer. The most amazing thing is that you can upgrade this graph for your specific purpose.  

If you want more tiny splatters or larger blotches you can add those into the graph easily. Colors were also created directly from Designer utilizing gradient maps. The output is a watercolor or marbled effect that’s entirely adjustable. The benefit of using a gradient map is that you can sample color based off any image for quick and interesting variations.

In addition, we show you which parameters to expose for the greatest flexibility such as: hue, saturation, lightness, and the intensity of different splatters. The end result is an “.sbsar” to use in Substance Painter on any mesh. In this example, we apply the material to various props and furniture. Masks can even be utilized in order to only get paint splatters where you want them. 


Source: TimefireVR

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