Page 69 - 3D Artist 110 - 2017 UK
P. 69

Additionally, I take the output of the Tile Generator node
                                                                                 with the Gradation pattern to create the slope effect, plugging
                                                                                 the Gradation map into a Blend node with the Blending Mode
                                                                                 set to Subtract. Both of these steps help to break the pane’s
                                                                                 rigidity and force the light to shift as it rolls across the surface.

                                                                                       Add patterns We can add features such as
                                                                                 04  rounded dots or wavy patterns. Doing this will give
                                                                                 unique surface qualities to speciic panes of glass and will add
                                                                                 more visual interest. I created the dots using a Tile Sampler
                                                                                 node and the wavy pattern was created using a Perlin Noise
                                                                                 Zoom node. Each of these patterns were applied using a mask
                                                                                 derived from the Multi Value Grayscale created in Step 1. I plug
                                                                                 the Multi Value Grayscale into a Histogram Scan node to
                                                                                 isolate speciic panes of glass. Feel free to throw in a Histogram
                                                                                 Shift node to randomise the Multi Value Grayscale map.

                                                                                  Minding the height and normal map
                                                                                  When creating a material inside of Substance Designer I
                                                                                  ind it beneicial to work with the height and normal
                                                                                  maps irst. I will more often than not start off the height
                                                                                  map from a mid-grey value of 128. This gives me a lot of
                                                                                  room to add details, but more important than that, it
                                                                                  gives me a realistic place to start. Depending on the
                                                                                  material you are creating, the height map may not need
                                                                                  much depth change. I ind that doing this and keeping my
                                                                                  Normal Map node strength anywhere from 8 to 16 will
                                                                                  yield more accurate results.


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