Sewer Drain Substance Breakdown
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I am very impressed! It is easy to see you are on your way to a well-deserved wonderful future.

An absolutely great read, thank you for this. Really lays a foundation on how to go about the learning process.

Hi Matthew and Mr VFX, I’m currently researching this topic of decomposing images into shading and reflectance layers. I would love to learn about what you are trying to use this for to learn more about applications for this technology.

Sewer Drain Substance Breakdown
21 September, 2017
News

Daniel Swing has presented his new complex material created in Substance Designer and rendered in Marmoset Toolbag 3. It is a nice example of a high-quality substance with several levels, and wear and tear effects. 

The artist has also shared some screenshots of the graph with brief explanations. These can help you create your own sewer drain substance. 

Spaghetti! This is the full graph! 
I’ve tried to re-use as much as possible, hence the spawn of ungoliant’s nest!

I use the ‘Cartesian To Polar’ node to create most circular patterns. The Transform node gets an input of a white brick and is set to only tile horizontally.

This is the height-map alpha of all the buildings. All is generated in Substance Designer, and this is what took most of my time on this piece.

This is basically how I made each and everyone of the buildings.

A lot of the geometry in the buildings are symmetrical, mirroring saved me a lot of time!

How I warped the flags.

This is how I masked out the rust and dirt. One noise is to subtract from the curvature and one is to add general noise beyond the curvature. It’s important to transform the noise when used multiple times so that it doesn’t overlap!

This is how I generate the basic color. I use the ‘Emboss’ node with ‘Gray-scale Conversion’ in both inputs and overlay the result in the height-map as micro-surface noise.

Daniel Swing 

You can ask Daniel for additional screenshots of the graph if you’re wondering how he did something.

Source: ArtStation

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