Substance designer tests

First try with Substance Designer trial.

With a very adaptive learning process and instant viewport feedback, SD is a program that definitely will be in our workflow in the future.
After many experiments and numerous node connections we manage to create a 4K customizable tileable stonewall texture with AO, 16bit Normal, detailed Displacement and Diffuse map.

Rounded cube mesh

HighRes Plane


GrowFX experiments

Experiments with GrowFX, custom geometry leafs and texturing. Tried something simple for first try.

More updates will follow, with better, precise texturing and  more variety at geometry leafs. GrowFX is a must-have plug-in  for vegetation variety and randomness.


reference image.

Update 01.

ProEXR File Description =Attributes= cameraAperture (float): 36 cameraFarClip (float): 1e+030 cameraFarRange (float): 100000 cameraFov (float): 16.4325 cameraNearClip (float): 0 cameraNearRange (float): 0 cameraProjection (int): 0 cameraTargetDistance (float): 152.82 cameraTransform (m44f): [{-0.741776, -0.203751, 0.638859, 89.5351}, {0.67057, -0.225384, 0.706699, 122.037}, {1.8049e-006, 0.952663, 0.303833, 61.906}, {0, 0, 0, 1}] channels (chlist) compression (compression): Zip16 dataWindow (box2i): [0, 0, 2999, 2999] displayWindow (box2i): [0, 0, 2999, 2999] gamma (float): 1 lineOrder (lineOrder): Increasing Y pixelAspectRatio (float): 1 screenWindowCenter (v2f): [0, 0] screenWindowWidth (float): 1 tiles (tiledesc): [64, 64] type (string): "tiledimage" =Channels= A (float) B (float) G (float) R (float)