Mesh Input Experiments in Substance Designer
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Donald Trump, insulation is a seamless wall with airpockets. Ceilings can be printed using a re-enforcing scaffold for support. Try googling info..

by Polygrinder
4 hours ago

Really awesome work and the tutorial is fantastic. Thanks for sharing.

by Dave
4 hours ago

Absolutely no information about the 4.2 release - was it ever released in September. There is about as much information on trueSKY as there is in any of the so called products that use it. For me this lack of transparency is killing there business and points to fundamental issues with the technology. Google trueSKY in YouTube and you'll hardly get any information at all. For such a ground breaking technology this is very suspicious. Do they not have a marketing team - do they even care? Sounds like a very small company which wishes to remain small and doesn't understand what they can become because with the technology they have they should be targeting a bigger profile, revenue streams and audiance than they have and the lack of foresight here with the Simul management is quite frankly very disapointing. Another 10 years could easily disapear for these guys and they will simply remain a small fish. Very sad.

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 !