A blog about VFX, scripting, van renovation, and some other gubbins.


Week 9 Logbook

Published 26th November 2018 by Henry

Substance Designer

Always set new substance to Relative to Parent

Set graph to 256×256 so the SD plugin works in UE4

Always good to create the height map in SD first, then colourise it

Press 1 or 3 to toggle node output collapse




Adding an output node:

You can copy the height output node, change the name and labels, then change the Usage dropdown to AO

You can use a Base Material node as a template. It’s a good place to start a new material:


2D Transformation node: Hitting spacebar in the 2D view shows whether the texture is tilable


RGBA Merge node : Merge the AO, R and M maps into a single file

View the map:

Then create a new output for the merged RGB:

You can expose parameters so that they can be controlled globally:

Then you can Publish the material to use in Painter. Very important to check Output Size and Random Seed:


Flood Fill nodes

Really useful for breaking up repetition within the texture.

Example of brick variations:


Create a nice smeared or dripping effect using Directional Warp:


Also it’s possible to drag a graph into another graph to build upon it:

You can then also material blend !!! :

You can also create trim sheets with SD by masking the above with a tile generator or checkerboard.



Export the height information of an object in Zbrush to Designer:

Alpha > Grab Doc

Export as a TIF

Use the Shape Extrude node to then rotate and scale the height map, creating more variation



Week 8 Retrospective


Week 9 Retrospective

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