Planetside Software Forums

General => Image Sharing => Topic started by: sboerner on February 03, 2020, 03:01:55 PM

Title: Testing Substance
Post by: sboerner on February 03, 2020, 03:01:55 PM
Busy here today! Nice to see.  8)

Learning Substance Designer and running some tests in Terragen. Here is an early effort, the result of a tutorial. Much more to learn, but it looks very promising. 

Water surface added in Terragen. The texture files are tiffs and too heavy to upload here. If anyone's interested I'll try to get the sizes down and share.
Title: Re: Testing Substance
Post by: WAS on February 03, 2020, 04:25:49 PM
That's a pretty convincing material to use around trees and stuff. Like jungle scenes or something. Great work!
Title: Re: Testing Substance
Post by: bobbystahr on February 03, 2020, 04:51:37 PM
beauty, I use sendspace to share stuff too big for forums. The free version uploads only last a week but usually enough time for everyone interested,
Title: Re: Testing Substance
Post by: sboerner on February 03, 2020, 10:58:42 PM
Here are the files for basecolor, ao, height, and roughness. (https://www.dropbox.com/s/80goy723aq9se0q/dirt_ground_ambientocclusion_2k.zip?dl=0) (Just multiply basecolor and ao.) These are pngs, slightly smaller than tiffs but still too large to upload here.  I'll keep them on Dropbox for a week or two. Watch out for tile repetitions. (Need to find a way mitigate those.) Enjoy.
Title: Re: Testing Substance
Post by: Hannes on February 04, 2020, 12:46:09 AM
Thanks a lot! A question: the roots' displacement looks more than just heightmap based. They almost look like geometry. Is ther something special?
Title: Re: Testing Substance
Post by: Dune on February 04, 2020, 01:54:52 AM
That looks good indeed. That's one of the 'noises' I miss; procedural root structures, for semi distant details like these roots or fallen branches.... All the rest can pretty well be made from existing.
Title: Re: Testing Substance
Post by: WAS on February 04, 2020, 02:42:41 AM
Quote from: Hannes on February 04, 2020, 12:46:09 AMThanks a lot! A question: the roots' displacement looks more than just heightmap based. They almost look like geometry. Is ther something special?
May be mixing normal and lateral displacement like I do with PBRs for a non-straight edge displacement look.
Title: Re: Testing Substance
Post by: mhaze on February 04, 2020, 04:39:30 AM
Thankyou these will be great under veg
Title: Re: Testing Substance
Post by: sboerner on February 04, 2020, 11:25:29 AM
You're welcome!


QuoteA question: the roots' displacement looks more than just heightmap based. They almost look like geometry. Is ther something special?
It's just a normal-based displacement, nothing fancy here. The ambient occlusion layer accentuates the contact shadows around the roots, small stones, etc. In the color shader, ao was used as a mask to distribute a layer of dirt around those, too. So maybe it's just a case of the visual cortex filling in missing information.


Fyi the base color is srgb but ao, height, and roughness are linear. So you'll need to use image maps and set the color and displacement data accordingly.
Title: Re: Testing Substance
Post by: j meyer on February 04, 2020, 12:05:09 PM
Thanks Steve, interesting subject, keep us posted.
Title: Re: Testing Substance
Post by: SILENCER on February 04, 2020, 05:43:49 PM
Turn that stuff red and it'd resemble HG Wells red weed form War Of The Worlds
Title: Re: Testing Substance
Post by: DocCharly65 on February 05, 2020, 04:58:59 AM
Quote from: WAS on February 03, 2020, 04:25:49 PMThat's a pretty convincing material to use around trees and stuff. Like jungle scenes or something. Great work!
Echo!

Cool and interesting experiments!