I have finished and submitted my materialize contest entry, and I'm pleased with the results. It was a great learning process, which I will expound in greater detail next Tuesday with a full breakdown of my graph.
I have continued to work on my entry for the Allegorithmic's Materialize contest. Just a couple of days left before the submission deadline, and still quite a bit to do. This is by far the most well composed Substance I have ever made. I took extra time to organize it as logically as I could, isolating features of the material, and building them in step by step.
I'm much happier with the look of the marbling of the paper mulch than my previous renders. It took a great deal of experimentation and learning to get to the right result for this material. It's not perfect yet, but I hope to fine tune it even further in the next couple of days. I will also be doing some production renders of the final material and brick object, which is not required for the contest, but I love working in VRay and it is a minimal setup, so it will make the project feel more complete.
I haven't quite got the right colours yet, and still need to work on the marbling of the paper mulch, but it's getting close. I will do a full breakdown of my graph when I'm finished.
Here's an update of my entry into the Urban Category of Allegorithmic's Procedural Material contest. So far I've added some additional detail to the base concrete, a new moss generator, and an old gum generator. I'm really happy with the way the old gum turned out. It really pops when the light hits it, as it has a slightly different roughness value than the concrete, grout, and moss. The moss still needs some work. I want the colors to appear a bit dirtier, as they would be in nature.
There are some really fantastic entries so far done by many of the community's great artists, which has got me pumped to up my game as much as I can before November 8th. I am learning so much every day working on this challenge! Up next I will create a Japanese Yen coin generator, and a fine dirt and pebbles generator, and a twigs Generator, a cigarette butt generator, the vision impaired rubber tiles, some small plants to be placed in the mossy areas to add visual interest, and a dried up leaf generator. In the rules, it says you can use small bitmaps for things like coins, so I hope I don't flex to far outside the rules.
I fear I am beginning to appear like a crazy person. Lately, on my daily walk abouts, I often find myself starring at the ground and taking photographs, extrapolating how to reconstruct what I see in Substance Designer. The Japanese locals here must think I'm a crazy foreigner!
I have begun work on an entry for Allegorithmic's Procedural Material Contest. There are multiple categories for the competition, including Urban, Nature, Fantasy, Sci-Fi, and Stylized. According to the rules, entries must be entirely procedural, utilizing no bitmaps to enhance the end result. All of the entries are to be rendered using the new IRAY renderer that was released in the latest update of Substance Designer. As such, all of these work in progress images were rendered using IRAY, which has a lot more controls and produces very satisfying results.
I decided to start with the Urban Category. Tokyo is an amazingly detailed city, so I retrieved a lot of inspiration there. In particular, the sidewalks have a wide variety of concrete tile patterns, often intersected by vision impaired rubber tiles to guide the blind. The many patterns and combination of concrete and rubber materials are the perfect subject for an Urban Procedural Material category, which will really showcase the power of Substance Designer.
So to begin, I have created a concrete brick generator, that can produce an infinite variety of concrete tiles in different pattern sets. Richard Piper's guidance on this subject was extremely helpful to get things rolling. The power of Substance Designer is in how any parameter can be exposed and controlled outside of that particular graph and altered using a random seed. In this case, the tile patterns, edge damages, grout pebbles, erosion and cracks, and the color of all of these things can be controlled to produce infinite variations, all of which are seamless tiling physically based materials.
This GIF illustrates how the intensity of the dirt on the concrete can be controlled. Likewise, every crack, grout grain and pebbles, dints, or eroded concrete grain or color, can all be controlled in their intensity and randomized using the Random Seed controller.
Here are a few more examples of possible variations:
Going forward, I will continue to refine the base concrete texture, and add in more details derived from the many reference images I have taken on walkabouts in Tokyo, including old dried up gum, cigarette butts, and other kinds of debris. I will also try to create different patterns to be able to control the color variations of the tiles. From there I will finish things up by adding the Vision Impaired Rubber tiles Material, and create a controlling mechanism that allows for the generation and placement of the rubber tiles to be placed seamlessly within the concrete tiles material.