Substance Download: Normal Flakes
Normal Flakes
- Substance Designer 5.3.3
- 1.0
- 12-14-2015
This Substance generator creates random normal flakes that are perfect for a variety of applications like car-paint, space armor, and holiday ornaments. These little flakes can also add a nice final touch to any sand, snow, and rock texture. This generator has a number of different controls for both instancing and normal generation in order to create a variety of different looks.
Controls:
Instancing:
- Input types: Square, Disc, or up to 4x custom masks
- Distance based instance count
- Random position offset and disorder
- Initial and random rotation
- Scale randomization and multiplier
Normal Control:
- Base rotation offset
- Random rotation spread (narrows and widens the cone of possible random angles)
- Random slope min and max
1.0 | 12-14-2015
- First Release
Amazing!
Brief question:
– How are you achieving the ‘carpaint’ look with PBR? you put two layers: base material and a transparent over it in additive (hence breaking energy conservation i guess)? put the specularLevel to the highest allowed values of non-metals?
Thanks a lot.
Thanks Alejandro!
The technique I’m using is covered here in this Marmoset tutorials for glass:
http://www.marmoset.co/toolbag/learn/glass
There are 1-2 base metallic layers, including the flakes, and then an additive transparent clearcoat layer. It is a non-metallic surface yes, and I didn’t bother conserving energy in this case. I also used a second specular lobe on the clearcoat, and set the IOR to a reasonable value (most shellacs end up between 1.5 and 1.7, so only slightly higher than your average dialectic).
Got it!
Is this no longer available on substance share? I couldn’t find it. Looks awesome though!!!
It is currently only available from my website, it isn’t on Substance Share. You can click the download link (image) toward the top of the post to download the .sbsar. Thanks!
Sorry but how do I get this to work? I added it as a generator and got the properties menu on the side but I see no effect take place.
After importing the asset as a generator, simply drag it into the Normal input of a new “Fill Layer”. That should do it.