Mesh Input Experiments in Substance Designer
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Mesh Input Experiments in Substance Designer
3 December, 2017

Adrien Lelièvre, an artist from Beenox, has recently shared a post on his experiments in Substance Designer. The thing is that the artist found a way to have a mesh node inside the tool. 

I’ve been very inspired by Dannie Carlone and his zbrush+designer workflow (him and others!) that totally shows the strength of baked geometry, and that brought me back to the first thing I ever wished I had in SD: a mesh node

So I started trying to find work-arounds, and came to find a way to have this mesh node! finally !

Here are some lazy iray shots of 2 different random seeds and material tiling of an extreme example of the mesh node use:

I was quickly confronted to the interpenetrating geo issue, which, can not really be solved in designer as far as I know.

I might go back to the Max blending mode that is offered by Tile Sampler Grayscale as it lets the meshes interpenetrate each other in a smooth way, rather than having one on top of the other like you can see it right now.

So as I said this one example is extreme, but this flow’s great when you stick to one layer, putting stuff on the ground for instance.

As of piles, I don’t believe it could replace a positioning by hand or a gravity simulation. who knows…

Adrien Lelièvre 

The artist will share more details on the progress, so make sure to check out this thread


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1 Comment on "Mesh Input Experiments in Substance Designer"


Hi there! Thanks about the article, I was glad to hear of it !

The setup and nodes were released with a video aswell and you can find it all here :

Have fun !