Tutorial: Mattershot Material in Substance
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Latest comments
by Frank
6 hours ago

Is there any way i can tweak the colors dynamically through another blueprint? I tried with the "get all actors of class" function and setting the colors of the clouds by a timeline, everything else connected to the timeline does its thing but the volumetric clouds wouldn't change. Are the properties somehow fix?

by Ronnie Ochero
9 hours ago

Hi, what version of blender does this work with?

by anonymous
14 hours ago

Yeah this is good but it doenst capture the 2d look it still looks 3d. How about copying the movement of 2d animation because this looks way too smooth. 1 example is using the classic by twos which most studios do or also use 24 fps to really capture the 2d feel

Tutorial: Mattershot Material in Substance
4 October, 2018
Materials
Tutorial

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

 

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