Star citizen map

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By tweaking the presets of these nodes throughout the graph, it has become quite easy to generate variations without rebuilding the graphs themselves.īelow are some examples of ground material sets we created with this method. This speeds up the creation process, eliminates a lot of the guess and tweak work, and maintains consistency between material sets.

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We have various preset nodes like these and often use a mix of different settings to create a nice blend of sand and surface types. Each of the presets has been validated in our engine and has all the outputs needed to be plugged into other graphs. This simple node holds a variety of sand types built in Substance using scan data as a reference point for our PBR values. The set will share a lot of common elements, but we use the flexibility of Substance to easily create variations.Īn example of this is the basic_sand node we have in our library. We build our terrain materials in sets, covering a range of textures describing variations that fit together for example, desert sand, going from smooth to wavy, to covered with rocks, to densely covered by rocks.

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