![]() In that case, you’ll either have to go back to the beginning of your project to create it or convert your current maps. Let’s say, your material needed a Height map and you didn’t create it. Make sure to know them beforehand so that you can develop both your main materials and map together. However, to carry out proper blending, you need to obtain information regarding the Height map, Curvature map, or Ambient Occlusion map. You can blend almost any material, which can fall into one or more categories such as height, environment, or weathering. As compared to materials, it’s more important that you pay attention to transitions and masks that you’ll be using to put them together. The first thing that you need to do while creating a substance is to make a list of the required materials and create a base for each. You can do this by blending the filamentous pattern in the Add mode. To make the lava look as if it is in a dry state, add flowing marks. ![]() Now, blend them and distort using the Perlin noise. To make the lava look like the sun’s surface, you can use two procedural textures using Substance 3D Designer. Finally, shift the ‘bonus’ y-axis to slide to the second pattern to create an illusion of stretching. ![]() Then, multiply with the Blend node before the distortion. You’ll see the flowing pattern when you shift the y-axis.įor achieving the stretching lava form, you need to multiply the second pattern. Now, place the Transform 2D node before distortion. Also, to control the height and dry state of lava, you can use the exposed level nodes present on the base pattern.įor creating the Lava pattern, you can multiply two Grunge maps using the Blend node and distort them with the help of a Perlin noise. When it comes to controlling the base color, emissive, normal, metallic map channels, or height, you can use a unix pattern. Similarly, for carrying out the flow distortion, you can use a Directional Warp node along with a blurred procedural map. ![]() To drive the flow, you can use the exposed parameter from the y-axis of the Transform 2D node. For example, flow animation is like that of lava. ![]()
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