Resources - Sculpted Edges - Substance Designer Node, USD $10.00. This is a node that helps to recreate a stylized sculpted edge look similar to that of Trim Dynamic or Trim Smooth Border in Zbrush. It takes a very...
Back again sharing a few nodes from my personal Substance Library https://gum.co/detecells . The nodes in the Dete Cells Toolkit are nodes I created for working with and manipulating cells. Creating and using cells to create shapes is a critical skill for the material artist. This Substance Designer utility node pack includes the following nodes: - Dete Angular Cells - Sharp angular cell pattern useful for city layouts and circuit boards. Tweakable size and rotation. - Dete Cell Shapes - Creates shapes from a cell pattern. Options for amount of gradients, noise strength, cell flattening etc. - Dete Stone Wall Cells - Creates cell patterns meant to resemble old stone walls. Tweakable cell size. Other options are two different types of stone walls. Use with Random Seed. Outputs cells. - Dete Edge Detect Fine - Compared to the default edge detect node in Substance Designer, Dete Edge Detect Fine creates one pixel thin edges, useful for flood fill workflows. Needs cells as input. - Dete Cell Tweaker - This node takes a cell input and lets you tweak it in a variety of ways. Morph cell shapes to create a more natural cell pattern, Add edge chippings, Split cells in a defined cut direction etc What you get: 5 Sbsar files Created using Substance Designer 10.1.1
Ben Wilson shared the way he uses 32-bit compositing, the curve tool and other features of Substance Designer 6 in his work.
A node that I did for substance designer. Its a modification that is build on top of warp and vector warp atomic nodes. Available for free on Substance Share: https://share.allegorithmic.com/libraries/3938 I hope you guys will find any good use for it :) Let me know if you will experience any problems with it! Cheers :)
Procedural Edge Sculpt Node allows you to sculpt any kind of edges as you do in ZBrush or Sculpting Softwares (not 100% exact but so close). Using Parameters to play around with you'll save your hand & yourself some energy sculpting, instead doing it procedurally & getting many possible variations & Iterations. Download Link: https://lockedloaded.gumroad.com/l/sepuiu
Hello everyone, I've put together a node for Substance Designer that can take a bitmap mask input and generate from it a random luminance mask (also known as variation map) and a random opacity mask. Works pretty much like Color random inside Tile Sampler node, but for bitmap masks too. It's pretty awesome, so if interested check it out and let me know what you think! I've updated the node to Version 2. Updated download link for the node and discussion thread on Allegorithmic forums: http://goo.gl/FJWbGc P.S. The graph and SBS package is extensively commented, so don't forget to peek inside ;) Kudos to Pawel Pluta (http://www.squad3d.com) for his great work that inspired me to build this node. Cheers, Sergey
Hello Guys. Decided to make another tutorial on how to make cool things using simple techniques. Used Some Brushes from Michael vicente https://www.artstation.com/artwork/9kwVo Crystal Tutorial Dylan Mellott https://www.artstation.com/dmellott11 Cheers !
Vincent Dérozier released the first part of the Substance Designer introduction, where the users can find node recipes.
For those that do not know what Substance Designer is, it is a node based texturing package designed for next gen work flows.
More Substance Designer practice. 100% made in Substance Designer. By using the SVG node I drew complex shapes in Designer itself. Big shout out to the DiNusty's Empire as this was part of the monthly challenge.
During my last holidays I took some ref from ground stones and try to replicate them using the new substance designer Tile Random 2 node
Got hungry so I cooked up some procedural node spaghetti and meatballs. Get the graph here: https://gum.co/nodespaghetti 100% Substance Designer, Rendered in Marmoset Toolbag.
Practice making a pack of stylized natural themed textures in Designer. Focusing on node creation, clean graphs, and material simplification. 100% Substance Designer.
The nice people over at Allegorithmic recently invited me to try out Substance Designer 6 in beta; this is what I have to show for my time with it. A Substance for generating a Gothic Rose window bedecked with Roses. The graph could now quite feasibly be modified to generate variations of the architectural elements, then used to create a whole texture set. I made a lot of use of the new Curves node which proved invaluable for creating the carved masonry. A lot of the shapes I made with the Curves node would have been practically impossible with simple gradient adjustments, or at the very least a lot slower to perfect. The text node made adding flavour with the inscription a breeze. Apart from an imported bitmap for the Substance "S", everything was created entirely inside Substance Designer 6.
Marble Pattern created in Substance Designer. Rendered in Marmoset Toolbag 3 at 2k. Practice creating reference found on Pintrest. Shout out to the awesome Derk Elshof - Tested out his new footsteps node creating this. https://www.artstation.com/derkelshof Ref link: https://www.pinterest.nz/pin/823103269378292245/
Gravel material made fully in Substance Designer 6. I couldn't find many gravel materials made in Designer so I decided to give it a try. I eneded up using an excessive amount of Tile Sampler nodes to get the feeling of depth that I wanted. Shoutout to Sergey Danchenko for making the "Randomize Mask" node, couldn't have gotten the colour variation without it.
This tutorial offers practical tips for creating clean, readable, and sculpt-looking stylized rock facture in Substance Designer. I’d like to give a big thanks to Ben Wilson for sharing his free Bilateral Blur node, which I use in this tutorial. https://www.artstation.com/benwilson
I’m honored to finally share with you all my contribution to the NVIDIA Creator Series. I created a 12 part Substance Designer tutorial series, covering a wide range of topics from basic node usage, material authoring, and UE4 Integration. Please keep a look out in the coming weeks for new videos. Enjoy.
A fully procedural jungle rock face Substance material. Everything was made entirely in Substance Designer. I started this substance to see if making branching vines was possible without resorting to bringing in height data from elsewhere. It turns out it is possible using a sequence of tile samplers that feed into the mask of the subsequent node. This one took a while and was really fun to work on, hope you enjoy! EDIT: I added a version showing only the base rock layer as requested. (Thanks to Bobby Rice for that idea)
100% Substance Designer and rendered in Marmoset Toolbag 4. Pushing my hard surface skills to the limit! I really enjoyed this project because I built the largest node graph that I ever made :) Hope you will like it :-)