Procedural Textures (Substance Designer)
This section showcases the creation of procedural textures using Substance Designer, featuring intricate rose windows, plaster surfaces, and a stylized tree trunk.

Rose Window:
  • Design: Used basic Shape and Transform nodes to create foundational Gothic-style patterns; Applied Splatter nodes to arrange and layer elements into intricate floral patterns.
  • Conversion to Geometry: Exported the black-and-white mask as an SVG; Imported the SVG into Blender to generate 3D geometry, adding subtle Bevel to enhance the intricate edges.

Plaster:
  • Base Patterns: Combined various Noise nodes and B&W Spots to create irregular patterns for the plaster texture; Introduced Scratches and Dots to add realistic surface details.
  • Maps Generation: Created a Height Map from the combined patterns and used it to generate Normal Map and Ambient Occlusion Map.
  • Base Color: Blended multiple colored Brush Strokes with integrated height information; Mixed colors with AO, lighting details, and curvature maps to add depth and subtle color variation.

Stylized Trunk: 
  • Base Patterns: Generated foundational wood patterns using Gradient, Tile Generator, and Noise nodes; Added Grain and small shapes to simulate natural wood textures.
  • Maps Generation: Enhanced details with AO, B&W Spots, and Clouds, combining them into a Height Map; Derived Normal Map and AO Map from the height data.
  • Base Color: Used a watercolor-like effect for the tree trunk’s mask, blending it with subtle Clouds to introduce color variation; Mixed a moss effect and shadow colors using different shadow masks; Enhanced the texture with blended curvature, AO, and different brush details for a cohesive look.

©Shijia Liu
Technical  Art
Fantasyland