Adrien Lelièvre, an artist from Beenox, has recently shared a post on his experiments in Substance Designer.
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…
The artist will share more details on the progress, so make sure to check out this thread.