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Hi
I see a post about wood cuting material with substance material.
Lost in the Parametric Woods (adobe.com)
I go to substance sources, How can I know material can be used to create wood end-grain?
I intent to use oak and pine in design furniture. wood end-grain is important.
Thank
Travis
I had a bit more think about this one and came up with a solution using the pixel processor and and a baked from mesh position map.
Basically it uses the original two dimensional wood end grain graph that I showed previously.
It then reads the position of each point on the UV using a baked 'position from mesh' graph. So it now has an X,Y and Z co-ordinate. Then it samples that end grain (X,Y) and places it across the third dimension (Z). I added a little variation in the sampling of the long gra
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more ref image
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I'd also appreciate some clarification on how to do this, the article doesn't go into much detail on how the end grain is done but shows off a lot of examples, it's disapointing to see this was not made a part of the materials available on substance source.
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Try blending some lines from a linear gradient with some noise, and then using a Dynamic Gradient node to distort the lines. Then warp them using a warp node and noise.
You can go on to add wood cell structure, cut marks etc
Dave
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Hi @davescm
Thank for share.
I download ash_wood_sawn from substance source. How could I blend this material with wood end grain? Could I do it in substance painter or must use substance Desinger?
Could you please make example wood block 100x150x300.
Thank
Travis
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I would just add the end grain in Painter as a separate material, then balance the position and colour to get a suitable match.
There may be a more complex way by producing a material which takes into account the direction and position of surfaces using baked world space normal maps, but it would be much more complex to produce.
Dave
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I had a bit more think about this one and came up with a solution using the pixel processor and and a baked from mesh position map.
Basically it uses the original two dimensional wood end grain graph that I showed previously.
It then reads the position of each point on the UV using a baked 'position from mesh' graph. So it now has an X,Y and Z co-ordinate. Then it samples that end grain (X,Y) and places it across the third dimension (Z). I added a little variation in the sampling of the long grain to make it more realistic
So in short it is treating the end grain as a cross section through the material and then sampling at each surface point along the third axis what the value would be if it was cut out of that section (as well as adding a little variation)
Applied to a torus:
Hopefully that is sufficient steer to get you started on your own 3D wood material.
Dave
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Thank a lot @davescm Need time to learn and understand.
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It is treating the model as if it sits in a cuboid with the end grain map printed all the way through it. Then it just samples the position of each surface point. As I said I did add a little variation in the sampling otherwise it would just have been straight lines from front to back.
This is it applied to a bowl shape
It needs parameters adding to control angle etc but the basics are there
Dave
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Great tutorial, Dave, and the bowl is beautiful!
~Jane
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Thank you Jane.
Dave