Author Topic: Sharing some of my Substance work (a.k.a. "Playtime") - by Justaviking  (Read 4561 times)

Usually I play with individual little features and functions, and spend time writing on the forums, but all-too-rarely do I actually complete a project.  Trying to create a specific "look" is definitely a different task from creating individual little portions of a Substance.

My Substances are not in the same class as the awe-inspiring forest floors with twigs and leaves, or stunning bricks, but that's okay.  In their humble way, they pleased me, and more than that, I want to let other people know that even simple substances are worthy of being shared.  So... ATTENTION SHY PEOPLE: If I can share my stuff, so can you.

Without further ado, here are a few things I've worked on lately.



First, I present to you...  Toilet paper.
Okay, go ahead and laugh.  It's funny, but only until you run out.  Then we'll see how funny you think it is.

Here is a toilet paper roll holder, with TP on it, modeled in Blender by my young son.  It's not bad, but it's a bit dull.  In the iClone animation package I use, too many props stop at this level.


I had some fun in Substance Designer, and created three substances:
1) A custom "dust" material.  I know there is a "dust" node, but I expanded on it.   Now I have adjustable sliders for the amount and opacity of the dust, how far it spreads, how it collects in the recesses (base on ambient occlusion), and also the color and roughness of the metal.  Dust?  Surely I am not the only person whose brand of TP lets a few fibers float away and make a light layer of dust on the holder.  (TMI?)
2) A "toilet paper print" pattern, including a couple of parameters such as the "lumpiness" of the overall surface.
3) A "concentric circles" substance, suitable for the ends of the toilet paper roll, also usable on paper towels, gift wrap, or even disk brake rotors.  I have several parameters for that, too, including the intensity of the rings and a warping factor so it's not all perfectly circular.


(Normally this would not be used in the middle of an outdoor patio.)

This model does not have the cardboard tube painted in it.  It is a trivial thing, but needs to be added to the model in Blender.  And the model should be re-unwrapped to, rather than just using the automated default unwrapping.  I never seem to get around to doing it, but as you can tell I finally decided to post my picture anyway.

Here is an example of the non-circular rings:


I made an iClone prop out of this, and also created my first-ever "morph" in iClone, so I have a morph slider to adjust how much paper is left, adjustable from this "full roll" down to about "1/4 remaining," and the paper hanging down gets a bit longer and curls more tightly since it comes from an inner diameter of the roll.  It would be fun to also have a separate "empty cardboard tube" which could be removed, leaving only the empty holder.



I was telling a coworker about my toilet paper adventure, and then we started looking at a roll of paper towels on the lunch table.  That inspired me to try my hand at that, so I made a paper towel substance.


I was actually very pleased with how the "fine fibers" turned out.  I think it made the paper look soft and plush, and hopefully very absorbent.  If you zoom in on this picture, you'll see what I mean about the soft, fuzzy texture.  I usually struggle with "fine" details, so that is why I was particularly please that this turned out the way it did.




Some or all of these may eventually find their way onto Substance Share.

I've been working on some terry cloth towels too, with customizable monograms, but I'll save them for another day.


Last Edit: April 24, 2018, 02:53:29 am
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Speaking of having troubles with "fine details" (does that count as "high frequency"?)...

Sometimes I can be amazed - or at least pleased - with simple-looking stuff.  The real credit goes to the Allegorithmic team for providing such great tools.

I actually managed to create a reasonable anisotripic, brushed metal look with very few nodes.

I started with the "anisotripic_noise" node.  You can see how "course" it is in the 2D view here.



Usually that is where I get stuck, and have a difficult time making it look nice and fine and detailed, but without an obvious repeating pattern.  This time I think I got it about right.



Here is it with a brass appearance on Mat's base.

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One more entry tonight...

This one was a "weave" pattern.
You can read more about it in the thread that inspired me here:
https://forum.allegorithmic.com/index.php/topic,23382.0.html

My very first fully-original Substance involved a two-strand weave (a long time ago), so this looked like a fun pattern to tackle.  I tend to feel an urge to respond to "geometric" challenges, possibly because of my CAD (engineering Computer Aided Design) background.  Honestely, there are many times where those tools would be great for stuff like this, especially because of tangent lines, specified widths and radii, etc.

Without repeating the entire original thread (link provided above), I will focus on the pictures here.

The "inspiration:



My big "Ah ha!" moment was when I realized that the over/under "intersection pattern" for the height layer does not repeat four times in a tile, but rather consists of groups of three and a space.  Look at how often one color, such a RED, intersects, and you can see there is a place where it goes "two spaces" without intersecting another strand:



That realization lead to this basis for the height map:

You can see the "black bands" are not regularly spaced.
If you look closely, you will see a strange artifact in the left part of the nodes, and that was done on purpose (via cropping) so I could better see how my blendings were working, and to reveal the magic of what I did.  I was able to simply leave them that way since the braid went down the center of the node and did not go where I have that reveal.

My "weave" - brightly colored:


My first weave did accomplish the over/under, but was more of an undulating sine-wave, not the arc/straight segments seen in the inspiration image.  It sat there, mocking me; challenging me.  So I got back to work:

I also added the side borders, and cut in a groove at the top (after this picture), so it would look "tiled" when I, well, when I tiled it.

Finally, I tested it on Mat's base:


I shared the actual .sbs file for the brightly-colored weave in the original thread, referenced at the top of this post entry.
Last Edit: July 02, 2018, 04:26:14 pm
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This might sound as exciting as watching paint dry, but I created a "textured wall" substance, and I'm ridiculously pleased with it.

It didn't take me long to create it, but then I gradually exposed more and more parameters, and of course fine-tuned a couple of details.  I spent at least half of my time testing it in my target application, which is iClone, and making a couple of sample videos where I keyframed some of the parameters.

Adjustable parameters include:
- Pebbles in the low areas
- Pebbles on the plateaus
- Pebbles on both
- Streak intensify (strength)
- Streak sharpness (blur)
- Various "level" settings
- Overall roughness
- Roughness (additional shininess) on the plateaus
- Color


THE GRAPH:


ONE OF MY REFERENCE IMAGES


MY "STANDARD" SETTING (MAYBE OVERLY WHITE, BUT I LIKE IT, AND IT IS EASILY ADJUSTABLE)


LOTS OF PEBBLES


MORE INTENSE STREAKS


A SEAFOAM GREEN WALL



A VIDEO



P.S.
I made the "brushed bronze" material for the table and the carpet too.
Last Edit: June 21, 2018, 05:33:13 am
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That "lots of pebbles" preset looks pretty nice imo.

The others show a bit too many same sized patterns to look natural though, you could try something like splattering those noises around with some height variation to get closer to your reference shot.




Thank you for the comments.

The wonderful thing about the "Lots of pebbles" is it's a simple slider.  I love exposed parameters.  :)

Good feedback on the height variation.  The plateaus are, for all practical purposes, the same height because of the way the wall is physical textured in the real world.  But the pebbles can vary anywhere from the low area up to the plateau height.  Stuff is splattered/glopped onto the wall, and a trowel is run over it to smooth off the high areas.

I think I will attempt some of the variation you suggested.


I started working on the "popcorn" ceiling last night.  I struggled with getting the pebbles distributed nicely, but randomly, without a lot of clumps grouped together.  I think I finally got it 95% right, and hope to share it soon.
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Looking good.  Interesting process to get the realistic TP look.  Thanks for the process details.  When I can find the time I'll attempt to experiment more in Designer.

Weave pattern looks useful too for Celtic trims.

Did you use any gumroad tutorials for SD training?

I'll keep an eye on this thread!


Thanks for the comment, Henrik.

Most of the tutorials I've watched are from Allegorithmic.  I take it you recommend Gumroad tutorials; I'll have to take a look.

I didn't get much "Substancing" done this weekend, but hopefully I'll wrap up some stuff this evening.

I'm about done with my "Ceiling" texture.  There are some things I'd like to be different, but I must limit my attempts to totally create a specific reference image.  My actual goal is to make it look "good" such that, a) You know exactly what it is, and b) It does not draw attention to itself in a bad way.

Unless I have a movie scene where I need a close-up of a fly on the ceiling, I am pretty sure what I have is already fine.  But that doesn't mean I won't play with it a little bit more anyway.  ;)
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Most of the tutorials I've watched are from Allegorithmic.  I take it you recommend Gumroad tutorials; I'll have to take a look.

I haven't purchased any SD tutorials yet on Gumroad but I'm seeing a lot of affordable and interesting ones on the topic.  The JRO tools looks alright -haven't seen any reviews but I've seen the seller's youtube previews and his lessons seem alright.  Not expensively priced unlike other ones from substance designer rock stars.  ;D
Last Edit: June 25, 2018, 05:30:06 pm

I've made some modest improvements and adjustments to my "Wall" substance, mostly in terms of the controls.  I actually removed some of the controls.  Since it looks almost the same as before, it's not worth showing pictures here.

The main purpose of this post is that I have "nearly completed" my ceiling substance.  There is one main issue bugging me, so I might post a question about in the Discussion section.

I haven't bothered to make a video demonstrating the parameters, but I do have one of it being used in the room mockup.

Adjustable parameters include:
My "ceiling" Substance.  I am mostly satisfied with it, and it is more than adequate for my needs.

Adjustable parameters include:
- Color
- Roughness
- Number of large popcorn pebbles
- Number of small popcorn pebbles
- Blob intensity (how pronounced are the large "spats")
- Small Pits intensity
- Groove depth (seam between the large ceiling panels)
All the "amounts" can be turned way down to zero.

Here is a simple rendering in iClone:

I think it looks the best at the very end of the video.

ISSUE:
I keep telling myself I don't need a photorealistic, "perfect" copy of my reference images.  I just need it to look like the right sort of ceiling, and not attract "negative attention."

1) My main frustration is when some of the pebbles merge together, and it results in a flat top.
2) In my video, the pebbles seem too "bright" to me, but my roughness is very high, and I'm rendering at a decent resolution with 3x super-sampling.  It might be (probably is) largely due to my lighting.  I pretty much suck at proper lighting.

In this close-up, you can see the flat-topped pebbles.  I also turned up the intensity of the "blobs" to highlight that some.




REFERENCES IMAGES:

Note I am not bothering to add the crack to my substance.





Last Edit: July 02, 2018, 03:20:12 pm
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