The following still renders/breakdowns include just a few material examples I built for the sake of this presentation.
Each procedurally generated effect seamlessly interacts with others in real-time, while building the custom texture maps.
A couple of early tests from the development of the generator.
Custom mask and pattern input support.
Preset Material Examples (as shown throughout this presentation). Previewed in Substance 3D Designer, using OpenGL.
Large Crack Erosion (Height Map Customization Example)
Base Rocks (Height Map Customization Example)
Small Cracks "Type 1" (Height Map Customization Example)
Small Cracks "Type 2" (Height Map Customization Example)
Rebar [with Erosion] (Height Map Customization Example)
Sparse Erosion (Height Map Customization Example)
Surface Textures (Height Map Customization Example)
Surface Holes (Height Map Customization Example)
Pipe Access Covers "Type 1" and "Type 2" (Height Map Customization Example)
Creating a scalable organization system early on in development was paramount.
Many of the Function Graph examples shown here are widely reused and are only slightly modified to fit each of their respective nodes. The flexibility these relatively simple equations offered was vital to the overall user experience.