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Brick Texture

This was one of the procedural materials I made using Substance Designer for the Fundamentals of Substance course through CGMA (CG Master Academy).

Programs Used: Substance Designer

Reference

BrickRefs.png

Initial Pattern

To make the initial brick pattern I started with 2 variations of a square Shape node and refined them with the Blur and Histogram Scan nodes. By plugging these into 2 different Tile Sampler nodes and copy blending the results I was able to achieve a subtle height variation in the individual bricks that looks like this:

3D view

2D view

From there, I used Flood Fill to Gradient nodes to create some sloping/jutting height variation.

SubsDesigner_BasicPattern_REND.PNG

Carving out the Bricks

SubsDesigner_InitialCarve.PNG

Using multiple Slope Blur Grayscale nodes with various noise inputs I was able to really carve out the individual brick shapes giving them the same aged/roughed up quality of my reference.

SubsDesigner_InitialCarve_REND.PNG

Main Damage

SubsDesigner_MainDamage.PNG

To achieve the organic creases and divets from the reference, I started by using a Tile Sampler node to create really stretched out ovals. From there, I used a combination of Directional Warps with different perlin noise inputs, Edge Detect, Flood Fill & Flood Fill to Gradient, and Slope Blurs to get a good amount of height variation. 

SubsDesigner_MainDamage_TileSampler.PNG.png

Tile Sampler

SubsDesigner_MainDamage_Blend1.PNG.png

Result

After duplicating everything and adjusting the values, I multiply blended everything together to get this result:

SubsDesigner_MainDamage_REND.PNG

Refining the Damage

SubsDesigner_DamageOverlay.PNG

To level the bricks back out I blended (add/linear dodge) the results from the Main Damage section above to the results from the Initial Carving section, which looks like this:

SubsDesigner_DamageOverlay_Blend.PNG

To add in more detail, I took the Tile Sampler from the Main Damage Section and fine-tuned the appearance with more Directional Warps, Slope Blurs, and Edge Detect nodes and used a Blend node to multiply the results with the Blend node from above. From there I blended in a mixture of Gaussian Spots, Cloud Noise, and a Grunge Map to get the below result:

SubsDesigner_DamageOverlay_REND1.PNG

Adding Grain

SubsDesigner_BrickGrain.PNG

This was a simple pass of just blending together different versions of B&W Spots and overlaying them onto the results from the last section.

SubsDesigner_BrickGrain_REND.PNG

To better see the effects, here is a side-by-side comparison of the results from the Refining the Damage section (left) and the results of adding more grain (right). It's subtle, but makes all the difference.

SubsDesigner_DamageOverlay_REND.PNG

Without Grain

SubsDesigner_BrickGrain_RENDflat.PNG

With Grain

Mortar

SubsDesigner_Mortar.PNG

To create the mortar between the bricks, I added together some Grunge Spots and Grunge Concrete and plugged the results into the background input of a Blend node. The foreground is the results of the Grain section above. The opacity input is a Histogram Scan connected to the results of the Basic Pattern in order to keep the definition of the individual bricks.

SubsDesigner_FinalHeight.PNG
SubsDesigner_Color.PNG

For the basecolor I used a combination of Histogram Scan, Uniform Color, B&W Spots, and Blend nodes to get the same brown and yellow-ish color variation from my reference image.

SubsDesigner_Rough.PNG

To create the roughness, I pulled from the final height map from the Mortar section, used a Uniform Color node to replace the black levels with a light grey, and blended that with a Gradient Map pulled from a Flood Fill Gradient node in the Damage Refining section to get a little roughness variation in the mortar vs. the actual bricks.

Final Material

Brick.png
BrickCyl.png

CONTACT

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