How to Create a Realistic Stone Wall Material in Substance Designer
Substance Designer is a powerful tool for creating procedural materials that can be used in 3D modeling and rendering. In this tutorial, we will learn how to create a realistic stone wall material using Substance Designer and Gumroad.
Gumroad is a platform that allows artists to sell their digital products online. You can find many high-quality resources for Substance Designer on Gumroad, such as textures, brushes, presets, and tutorials. For this tutorial, we will use the Stone Wall Material Creation in Substance Designer by Alexander Kolyasa, which is a comprehensive guide to creating a realistic stone wall material from scratch.
Step 1: Setting up the project
The first step is to create a new Substance Designer project and set up the graph. We will use the PBR Metallic Roughness template, which is compatible with most 3D software and game engines. We will also set the output size to 2048x2048 pixels, which is a common resolution for game assets.
To create a new project, go to File > New Substance. Name your project \"Stone Wall\" and choose the PBR Metallic Roughness template. Click OK to create the project.
To set up the graph, double-click on the graph icon in the Explorer panel. This will open the graph view, where you can see and edit the nodes that make up your material. You can zoom in and out with the mouse wheel, and pan with the right mouse button.
The graph view should look something like this:
The graph has four output nodes: Base Color, Normal, Roughness, and Metallic. These are the main channels that define the appearance of your material. You can preview each channel by clicking on its output node.
Step 2: Creating the base shape
The next step is to create the base shape of the stone wall. We will use a Tile Sampler node to generate a grid of square tiles that will represent the individual stones. We will then use a Blend node to add some variation and noise to the tiles.
To create the base shape, follow these steps:
Drag a Tile Sampler node from the Library panel and drop it on the graph view. Double-click on it to open its parameters.
Set the Pattern to Square.
Set the X Amount and Y Amount to 10. This will create a 10x10 grid of tiles.
Set the Size Random to 0.5. This will add some random variation to the size of each tile.
Set the Offset Random to 0.5. This will add some random variation to the position of each tile.
Set the Rotation Random to 0.5. This will add some random variation to the rotation of each tile.
Set the Scale Random X and Scale Random Y to 0.5. This will add some random variation to the aspect ratio of each tile.
Set the Color Random to 0.5. This will add some random variation to the color of each tile.
Your Tile Sampler node should look something like this:
You can preview the result by clicking on its output node.
To add some noise and variation to the tiles, we will use a Blend node to mix them with a Perlin Noise node.
Drag a Perlin Noise node from the Library panel and drop it on the graph view.
Set its Scale to 16 and its Octaves to 8. This will create a fine-grained noise pattern.
Drag a Blend node from the Library panel and drop it on the graph view.
Connect the output of the Tile Sampler node to the Background input of the Blend node. ec8f644aee