I wanted to share a new material I'm working on. I wanted to make something organic and gross, after playing a bunch of SOMA and the new Resident Evil. I didn't want to make just a formless blob, I wanted some symmetry like you find in nature.



Rendered in Substance Painter using some awesome materials from Substance Share and Substance Source.
My ultimate goal is to use this on a Decal in Unity using ProBuilder's ProDecals. This way I can place these on walls, floors, etc...
Also, I'd love to hear suggestions on how to improve the performance of the substance. Granted I'm on an older computer, but generating the 2 grunge maps I use and the 2 bevel operations are really time consuming at 2k. For the Bevel I'm just using it to extend the shape so I can get a larger mask to to draw/hide the webbing. Is there another node that performs better? I exposed a ton of parameters for this, that allows you to really configure it. I'd like to improve the performance before submitting it to Substance Share. Should I host this locally for people to checkout in the meantime? I've not posted or shared anything before.
Lastly, is there a way to set a node to have a specific blending setting in Substance Painter? The Normal and Height really should use a "Normal" blending mode, otherwise you get some of the normal map behind it bleeding through (you can see that in the first render before I realized what it was doing).