Substance Designer: Blistering Paint
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- เผยแพร่เมื่อ 7 ม.ค. 2025
- Tutorial starts at 3:04 if you want to skip the intro.
Link to Brad's presentation that inspired this: • GDC 2017: Substance pi...
Link to the burning paper material I mentioned: • UE4: Paper Burn effect
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The Gradient Map between the Transform and Dynamic Gradient could be replaced with a Levels adjustment. It's a bit faster.
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Small note about the histogram at the end. I originally recorded it with a straight diagonal from one end to the other, which looked great when dragging to the right, but looked awful going to the left. the triangle histogram was easier to look at, even if a straight diagonal made more sense in theory.
Turns out the newest version of Substance Designer has a Curve node that makes it really easy to change the profile of your height maps. I don't own that version but if you do, it's way more intuitive than using levels.
Very cool, Ryan. Thanks for sharing this.
Very cool effect! would be great if you could make this effect from the scratch!
This is exactly what I've been looking for! Any chance you'll ever do a full tutorial of combining this effect with the two materials? Currently I have a procedural material of rust on steel and am looking to add a layer of paint on top to peel off. I feel like there are just so many ways to do this, like if you want the rust to form as the paint exposes the metal, or the rust to start at the edges of the exposed metal....
Sure, I could probably put something together this weekend.
Though I'm not sure how much could actually be added to this if you're going for realism. When I looked for reference images on rusty painted metal, every image I found had 100% rust where the paint had peeled away.
So there wouldn't be any interesting stuff like rust forming on the edges of holes first. So 'rust drips' on the paint layer would be about the only thing to add.
@@rq146 wow thank you! Oh I've got some reference photos I could send you:) The problem is, I'm working on creating an actively rusting environment, so I am trying really hard to create procedural materials that accurately portray how rust begins forming very the veryyyy very beginning and I doubt it happens the second the paint falls away? Unless the metal rusting underneath the paint is what makes it peel off.... anyways lol
@@annabeck8097 Yes, my thought was the rust formed under the paint, but I couldn't find any video proof.
Feel free to post links to any ref photos. I'll be sure to observe all the rusty metal when I'm walking to work tomorrow.
@@rq146 I think you might be right...I do have I think one example where there's no paint and just the plain metal/no rust. working on getting those uploaded and will link!
@@annabeck8097 I took my own pictures on the way home but if you've got others feel free to send.
Hopefully I'll have something put together for this by the end of Sunday.
that was awesome !
for any of you guys still wondering about the original noise pattern, try this link th-cam.com/video/PZ96whtJbGM/w-d-xo.html
Thanks dude.
Hey, how would you go from the noise input to manually painting the mask in substance painter? If this were imported into painter, how would I achieve that?
Hi. Unfortunately I do not own Substance Painter, but I did a bit of digging and found this:
forum.allegorithmic.com/index.php?topic=7801.0
I opened it in Substance Designer and it looks like it just uses a Base Color input to drive the mask.
You might be able to adapt this to work with what I showed in the video. Ultimately all you need is a grayscale value.
how did you make the noise can you be specific because i am new to Substance Designer . thank you
I don't have it anymore but I can describe what I remember
Probably 4 to 6 different tile generators that are scattering Bell shapes with different settings, combined with a series of Blend nodes. I think the blends vary between using Multiply and Overlay and have different opacity settings.
It was really nothing special and there are many ways to achieve something like that.
I bet you could find a lot of ideas from tutorials on rocky ground.
@@rq146 Thank you
I'm new to Substance Designer. What is the 'cloud texture' you're using to BLEND with the Perlin Noise 2 node?
That was generated with a series of tile generators using the 'bell' shape and blend nodes.
Definitely room for improvement on it but I just threw it together to get the idea across.
Thanks. I'll see what I can cook up.
Yo dude! very cool stuff. I did something similar when I watched that presentation. Ive not got audio, so sorry if you covered this, but I skipped through you vid to see if you use painter. This is a very cool substance for those that are unsure about how to create that effect. so thanks!
but for me, the best bit of that presentation was somehow driving the layer mask into the blistering amount. I bet its now super easy withthe new anchoring system, but im yet to test that. Any ideas would be great!
I don't own Painter but the noise plugged into the top of the Blend is standing in for the mask that you would paint.
ah right! yeah, its hard to explain without going into painter. I think I had an input node in a similar position to that noise, but the end result wasn't as expected. I'll keep searching!
I made some good paint peel www.artstation.com/artwork/ngy8o
bla bla bla i make i make. i cant understand how you make this texture. need tutorial.