Tutorial: Mattershot Material in Substance
Subscribe:  iCal  |  Google Calendar
Helsinki FI   17, Oct — 25, Oct
London GB   22, Oct — 23, Oct
Singapore SG   23, Oct — 25, Oct
Paris FR   24, Oct — 27, Oct
San Jose US   25, Oct — 26, Oct
Latest comments
by Delip Huges
3 hours ago

There are AwesomeBump that is written in QT and do not require .NET Framework and has code open.

by Sergey
5 hours ago

Интересно, не понятно зачем, но круто. Я бы хотел поучаствовать в проекте

by sammi_e@mail.ru
8 hours ago

Already have ndo, b2m, knald, and others.. Why another one?

Tutorial: Mattershot Material in Substance
4 October, 2018

Serkan Buldan has recently recreated one of the Allegorithmic Mattershot‘s materials in Substance Designer and shared with us its production.

Hey, my name is Serkan Buldan, I am a freelance environment artist currently working on indie titles.

We will walk through my Mattershot Material study in Substance Designer.

The Process

Let’s start with some classics: directional warp with Perlin noise, but an HQ blurred one. This will serve as our overall shape. We will build our details on top of this and it will serve as a rotation map, too.

  • We start with a shape node, the pattern is set to paraboloid as a base.
  • We will multiply blend our base shape with a Gradient Linear 1 so we can shift the bulge a little bit.
  • You can use curve on the gradient to make your shape more natural.
  • We take the result and trapezoid transform (Bottom Stretch 0.65) -> blur HQ grayscale (Intensity 15) -> trapezoid transform (Bottom Stretch 0.9)
  • To be able to create a hard edge on the ridge of our droplet we will use transformation 2D and offset both axes at -0.05 and mirror grayscale at X-axis. We will have the below result.

Now we can start to distribute our droplet shape to our overall shape.

Create a tile sampler and connect your resulting nodes as you can see on the upper image.

The images below are self-explanatory and show how to set up your tile sampler.

Create a copy of your Tile Sampler and set the Offset Type to vertical quincunx.

To be able to mix our two Tile Sampler nodes we shall set Mask Map Threshold settings as below. Check offset type so you can set it correctly.

Combine your two tile samplers with a blend node set to Max.

Add a levels node between our mask and tile sampler and set as below to have less aggressive rotations.

The important part ends as we subtract our combined tile samplers from our overall shape.

But let me give a brief explanation of what I did after I was happy with my heightmap:

Serkan Buldan, Environment Artist


Leave a Reply

Be the First to Comment!

Related articles
Character Art
Environment Art Program
Environment Art Program