Week9 HW – Weiqi Wu

Shader week9



For the week9 homework, I decided to learn how to create photo-realistic wood material. I am always interested in how people could have so realistic models in the scene, so I found a tree bark tutorial online and follow the tutorial step by step. The tutorial explains each step of what it is for and what people could do to adjust it.

One problem that I faced during the learning section is that I could not get the same result although I am following the tutorial. And I found out that the reason would be some little details that I missed. And I am really impressed by how these little details could make the whole thing change. Also, it helps me to understand how to organize all these nodes. Moreover, by learning it step by step, I get a sense of how the texture is created layer by layer, or from one part to another part. And we could blend them together to create the style of what we want it to look like.

Below are some screenshots of the process that show how the texture changed after each section.

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Tutorial video

Week9-Ziqi Guo

During this week’s exploration, I made some practice on creating materials and paintings using Substance Designer.

  1. In the first one, followed by the in-class tutorial, I made an “earth” texture.

I think I was impressed when I found that the material could be bumped. However, rather than making them as a random texture, I found that I could apply the bump to make the object as earth’s face. It might also be cool if I can create flowed “sea” on the earth. I later applied the flowing effect on my final assignment by having textures in substance designer and the motion effect using time node in shader graph in unity. week9-2

2. I later tried the beginner series tutorials and made some interesting patterns with geometrical shapes.

When I followed the series of tutorials, I found that node-based coding is way more attractive to me compared with conventional coding. Because all I needed to do is to understand the parameters behind each node, I don’t need to remember how to write the code. It is also way easier to debug. Because when I used the typed code, I need to pay attention to the spelling, the typos etc. Moreover, even though I haven’t tried to use code to create the complexed geometries, I know that each different geometries need different codes. However, when I use the node-based code, I only need to change the number of the angle, it is really similar to photoshop. There are a lot different patterns being created faster than I expected using substance designer, so I think I will use that to create my own textures.



3. I finally made my virtual fabric and apply them to a 3D model.

I choose this tutorial because I was impressed with how it made the detailed fabric. This made me believe that I might in the future create a wearing object for the metaverse. I like how the tutorial creates two different textures with the same geometry. The overlapped tiger’s texture is like in different fabrics, both matte and reflective. I also love the way where the tutorial took a lot of analysis on how to refine these details, as well as how it compares different results. To make an object, it is not enough to only have the right color and shape (models). It is also important to pay intention to their fabrics.


citation: https://substance3d.adobe.com/tutorials/courses/First-Steps-with-Substance-3D-Designer/youtube-VyFgpitTsYg


Final Assignemt – Black Hole


For my final assignment, I used a couple of applications that were taught in class. The cubes that are shown have a material I made through substance designer, named concrete, at first I thought about what shapes and other aspects I should use to make them. Then I about how animated shows make cubes for easier animation and shading, I utilized particles effects in unity engine to vary the size and rotation for the cubes, I also use that for the swirl effect that is shown. The center includes unity shader graph mostly using a sphere model along with a fresnel, the distortion is kind of hard to see within the still image but this makes use of the shader graph as well using the UVs to make a transparent distortion. During the presentation, it will be described greater in-depth

Week 09 Homework


In Substance 3D Designer I intended to make a stone ground. I used a cracked stone ground as a base, and to make it look more complex and realistic, I mixed a dirt ground with the stone ground and used Levels to control the intensity of their mixture. The final result is a rock material with moss and a rough surface. I also used Season Filter to add a bit of water to the material to make it look like the rocky ground after a rain.

Week 08 Homework


I built and placed a few objects randomly in Unity, mainly for the purpose of trying out how to use PBR materials. I tried to tweak the parameters to create a metallic material and added a normal map to give the metal surface a bumpy feel. Then I found a wood floor texture on the internet and tried to apply it to the floor, and adjusted the Map to make the texture not overstretch. I also tried to make a transparent material, but it did not look like a glass material. I think Unity’s PBR material is quite realistic. I will continue to explore the differences in other materials.

Week 9


For week 9, I found this tricky to create as it took me a while to understand the nodes, and I faced a lot of errors. I watched tutorials and videos. I created a texture of a closed shape monument where I used a surface designer in creating this. I enjoyed and learned a new skill that made me understand how such 3d animation of textures works out.

My first idea was to create an imaginary room with different textures of the ceiling and 3d furniture having textures. I was not able to complete it on time and took me a while to understand therefore this is what I created, and I am happy about it.


Week9 HW


For this week’s exercise, I planned to do the shader for a mushroom, but my Ds keeps crashing when I was editing the normal map. So eventually I made a shader from my last week’s cracked ice cube. (Tutorial: https://www.youtube.com/watch?v=kpITuZi2YK8)


Normal Map: Shape Splatter for pattern and mask > Histogram Scan creating randomized dots and use Distance parameter to increase each dot’s distance for the cracked shape > Auto Levels to enhance the contrast of the cracks > Edge Detect for outlining the cracks > Flood Fill + Flood Fill to Gradient for coloring and shapes > Blur for a smooth look. But the image that generates by the Edge Detect parameter is not perfect, there are some small dots there still. (even though I did maximize the distance)

pci2 pic4

Roughness Compare: Metal 006 Roughness (left) – Cracked Roughness [Downloaded] (right)

roughness1concrete roughness2icy

Thanks for reading!

Week 9 Homework

screenshot-2022-04-20-225832 screenshot-2022-04-20-230120

For this week’s assignment, I tried to make a fabric material on Substance Designer. Since I was not familiar with this software, I decided to follow a tutorial video which interested me.

It’s a photo realistic wool fabric texture, and I was satisfied with what I’ve got. It started with observing the material in details, and breaking them into small patterns.

I think the hardest part is to get familiar with each nodes’ attributes in order to modify them to get the result you want. Overall, I was pretty enjoy with exploring in Substance designer. It was powerful tool to make textures with rich details, and easy to get started with.

Tutorial Followed: https://youtu.be/zOCOLvZu_a8