This project was highlighted by Pierre Maheut (Director, Strategic Initiatives and Partnerships, 3D & Immersive at Adobe) via this LinkedIn post. An early progress update of this project was posted to the Motion Designers Community Instagram page.

The following still renders/breakdowns include just a few material examples I built for the sake of this presentation.

Preset Material Example (as shown throughout this presentation). Previewed in Substance 3D Designer, using OpenGL.

Tiling Example (x3)

Tiling Example (x3)

Procedurally generated erosion, capable of seamlessly interacting with hundreds of other unique parameters. This Height Map example was rendered in Cycles using an exported image sequence from Substance Player.

Tiling Example (x3)

Tiling Example (x3)

Tiling Example (x3)

Tiling Example (x3)

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.

A couple of early-in-development feature tests (captured in Substance 3D Designer).

Software Used

More project work...

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