![]() Next, I wanted to create some wood knot thingy. The first one helps to make the lines follow a curve rather than a perfectly straight line, the other two produce more noise and detailed edges of the lines. ![]() Then, to make them wavy and shaky, I warped them using three different noises: One large Gaussian noise, a smaller one and Clouds 2 node. These lines will end up being wood grains. Here, I started with a bunch of lines created using a linear bottom-to-top gradient and a bunch of gradient maps. The next one I'd like to break down is the Parquet Flooring 09: ![]() The entire graph can be downloaded at 1:1 resolution Parquet Flooring 09 (Note: Rendered in the screenshot below is the mask for the cracks, not the last node.) The Base Color map is quite simple as well: It is mostly a white map with some soft color variation overall and a slight yellowish/brownish white color for the cracks. The roughness map of this material is pretty simple since it is just two different noises: One for the crevices, one for the bricks. The map is then plugged into the Height channel, and after a conversion to normals in the Normal channel. Next, I added some cracks two some bricks, which I think really helped to make it look more realistic and "used".Ä«etween the bricks, I also added some height, as if some paint was covering some of the crevices. Since the wall was used in a building where lots of people would walk around, I also added some tiny bumps indicating that some stuff bumped into the wall. To achieve this, I've used the Slope Blur node with a rather low amount of samples using two different types of noises as inputs. One challenge of making the bricks look like actual painted bricks and not just some bricks that are white for some weird reason, I wanted to make the walls look like they've been painted multiple times in some areas. Then I added a bunch of holes in the crevices. ![]() I also mixed in another Brick Generator to make the bricks have varying heights. Next, I added some minute detail to the entire texture to mimic the tiny height bumps painted bricks often have. The bricks still look too clean and perfect, so I tried to add some kind of slightly damaged type of look to the edges of the bricks. Then, I added some height information to the crevices between the bricks. Here it was important to warp the noises by a different factor for each brick, so they don't look like they've just been overlayed over the entire texture, which was achieved using the Directional Warp node and another Brick Generator where every brick has a random value. To do that, I used two layers of noises with different levels of detail which creates some kind of depth and interesting height variation. Next, I wanted to make the bricks a bit bumpy and less perfect. I started with a Brick Generator and then made the brick shapes have less straight-lined edges using the Warp node with a Gaussian Noise as the strength. The first one I'd like to break down is the White Brick Wall 01: If you'd like to know more about the project, feel free to watch the demo video. Below you can see breakdowns of the Substance Designer graphs of two different PBR materials I created during this project. Over the last few months, I designed and programmed an interactive building for virtual reality. Immersion VR Substance Designer Material Breakdowns
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