Thursday, May 17, 2018

Functions for material versatility in Substance Designer


[click image to enlarge]
Here is a visual demonstration of my functions study in Substance Designer.
The material is not the focus of this study. Rather, my goal is to resolve any limitation in versatility.
As an example, here you can see that various elements within the graph automatically update to compensate for changes in other elements.   Notice that the leather surface wrinkles, stretches, and compresses in reaction to changes in button size or location.
This was a learning process for me which involved the use of many custom functions written into the graph.

One of the primary issues I encountered involved  the intensity of warps, blurs, and noise (as well as others) not scaling in proportion to the changes in the scale of their input maps.  I'm happy to say that after some perseverance and mathematics, I came up with some functions which alleviate this limitation.

I hope to document this and release some educational resources in the near future.


Monday, April 23, 2018

Technical talk: achieving PBR safe values in Photoshop


I usually use this old blog to dump scribbles from a long time ago (too long ago - yikes) But today I thought I'd add some technical talk about Physically Based Rendering.
Too often texture artists (myself included) make things very dark - and less often, very bright) Especially after staring at a light-emitting screen with eyes and irises that are made to compensate for long periods of brightness.

Here I'm illustrating a method of clamping values into the PBR safe ranges via Photoshop, however, you can use this approach in any system that allows for ordered level adjustments.

Substance Designer includes a PBR Safe Range node now, but it is still important to balance contrast through levels (or a similar approach) before simply clamping ranges.