That is really a great thing for us all. http://fewhacks.com/
I just based my landscape material on this. I just wish I could exactly figure out what is going on with normals, ao and displacement here.
That was extremely helpful! Thank you!
Matthias Schmidt has recently written a post on his experiments with directional bevels in Substance Designer. The artist wanted to test the feasibility of procedurally generated sci-fi walls/panels that look like something originated from high poly models.
For the directional bevels a number of custom nodes from the community have returned interesting results:
1. Directional Bevel by Fabien Forestier – straightforward, not much computation time, therefore good for quick iterations
2. Perspective FX by Alexander Prokopchuk – more versatile options
3. Perspective Tool by Vincent Dérozier (purchased on his Gumroad) – similar to Alexander’s node
Other nodes that found very helpful in this endeavor:
1. Masked Edge by teto45 – creates a smooth edge where two blended height maps meet so very useful for that subdiv modeled look
2. Stack Auto by teto 45 – blend node that stacks two height maps on top of each other
First, I just messed around with some patterns to see where it leads me:
Then I dug deeper and tried to combine some directional bevels with tile sampler inputs to create actual walls:
Some more examples:
I will keep experimenting. It’s definitely a good way to get a good base to start with.
You can learn more about the artist’s experiments here.