This is a procedural, tiling, stylized wood planks material that I created using Substance 3D Designer.
All renders (unless otherwise specified) were made using Blender's Eevee with Height Map-based mesh displacement.

Comparison between the Eevee (Real-Time) and Cycles (Path-Traced) rendering engines.

I created a simple generator for the material. This demo was captured in Substance Painter.

This has been an interesting way to retrospectively evaluate my organization skills and habits while building materials in Substance Designer.

For anyone wanting to render their Materials from Substance Designer in Eevee, here's my simple setup.
- I used my Height Map in the Displace Modifier, set to UV Coords.
- For lighting, it's just an HDRI and two Point Lights.
Software Applications Used:

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