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Ocean Cliff - Substance Designer Experiment

I finally got around to putting all those tutorials I've been pouring over to good use. This is my first attempt at a rock face; I seem to have some long-standing fascination with black sea cliffs, judging from the way this turned out. The renders are ordered, roughly, from newest to oldest. I went back to the drawing board in the middle of setting up the MDL shader. On closer inspection, there were too many artifacts in the original version. I also wanted to create better wet effects for the Iray render, adding an over-layer with the correct ior for water. The darkening of the rock is now also tied in with the wet settings. I even added HSL and texture contrast layers to make the material a bit more versatile.

MDL material, default parameters, rendered in Substance Designer Iray

MDL material, default parameters, rendered in Substance Designer Iray

MDL material, max dry/wet parameters, rendered in Substance Designer Iray

MDL material, max dry/wet parameters, rendered in Substance Designer Iray

MDL material, custom parameters approximating granite, rendered in Substance Designer Iray

MDL material, custom parameters approximating granite, rendered in Substance Designer Iray

PBR material, Substance Designer's "Real Time" OpenGL render.

PBR material, Substance Designer's "Real Time" OpenGL render.

Added a finer layer of cracks and a dust/dirt layer that is responsive to the wet/dry parameters.

Added a finer layer of cracks and a dust/dirt layer that is responsive to the wet/dry parameters.

A little more work done on all levels--height, normal, roughness and albedo

A little more work done on all levels--height, normal, roughness and albedo

First draft--initial height, normal and roughness, grayscale albedo.

First draft--initial height, normal and roughness, grayscale albedo.

Graph

Graph

Breakdown

Breakdown