Wood Planks | Substance Designer

In this tutorial I will show you how to make your own wood plank material in Substance Designer for your project.

Setup

Begin by making a new Substance Graph using the Metallic-Roughness option

Give the Project a name and set the Texture Map size [_OTS Wood Planks]

Leave the Output Format as Relative to Parent – this makes it easy to change the Size of individual Texture Maps

Use the Spacebar to add a Base Material node

Double-click on the Base Material node to see it in the 2D view

Under the Instance Parameters, change the Material Preset to Dielectric to make sure you don’t end up with a metallic-looking material

Under the User Defined Maps, activate the Normal and Height input

Wood Planks

For the wood planks, use the Spacebar to add a Normal node – connecting it to the Normal input of the Base Material

Use the Spacebar and add a Brick Generator

Connect the Brick Generator to the Normal and to the Height input of the Base Material

Right-click on the Base Material node and select View in 3D View

To be able to view the Height Map, go to Materials > Default > Edit

In the Explorer, you can scale up the Height

Double-click on the Brick Generator to view it in the 2D View

In the Explorer, under the Instance Parameters, change the X-Axis to 1 and the Y-Axis to around 8 – this will give us longer and wider planks

You can also decrease the Bevel amounts on the X- and Y-Axis to remove the harsh bevels of the Brick Generator

Under the Height, change the Min to somewhere around 0.95 to add some variation in the height of the individual planks

You can also make adjustments to the Variation parameter to give you more randomness for the planks

Select the connection between the Brick Generator and the Height input

Use the Spacebar to add a Slope Blur Grayscale node to add some deformation to the planks

Add a Gaussian Noise node and plug it into the Slope of the Slope Blur Grayscale node

Double-click on the Slope Blur Grayscale node to select it

In the Explorer, under the Instance Parameters, increase the Samples and decrease the Intensity

Change the Mode to Min

You can also select the Gaussian Noise node and under the Instance Parameters, decrease the Scale to make the Noise larger

Select the connection between the Gaussian Noise and the Slop Blur Grayscale and add a Directional Warp node – this will randomize the deformation a bit more

Plug the Gaussian Noise into both inputs of the Directional Warp

Select the Directional Warp and under the Specific Parameters, increase the Intensity and adjust the Warp Angle

Box-select these four nodes and use RMB to add a frame – this means you can quickly see what this node combination is controlling

Wood Grain

To add the wood grain, add a Directional Noise 1 node

Add a Directional Warp and connect the Directional Noise 1 to the Input

Add a Gaussian Noise and connect it to the Intensity Input of the Directional Warp – this will help to further warp the Directional noise

With the Directional Warp node selected, under the Specific Parameters, decrease the Intensity and the Warp Angle

Select the Gaussian Noise node and under the Instance Parameters, decrease the Scale

Add a second Normal Map node and connect the Directional Warp

Add a Normal Combine node and connect the second Normal Map node to the Normal 2 input and the original Normal Map to the Normal 1 input – this will combine the two Normal Maps

Select the Normal Combine node and under the Instance Parameters, change the Technique to Detail Oriented – this will give us a high quality Normal Map

Connect the Normal Combine node into the Normal input of the Base Material node

You can now make changes to the nodes to adjust the wood grain

I will select the Normal Map for the wood grain and under the Specific Parameters, decrease the Intensity

I will also change the Intensity of the Directional Warp

Box-select these four nodes and use RMB to add a frame

Wood Grain Details

To add some more details to the wood grain, add a Gradient Linear 2 node

Under the Instance Parameters, increase the Tiling to 16

Add a Warp node and connect the Gradient 2 Linear node

Add a Gaussian Noise and connect it to the Gradient Input of the Gradient 2 Linear node

Select the Warp node and under the Specific Parameters, adjust the Intensity

Select the Gaussian Noise node and under the Instance Parameters, decrease the Scale

Continue to adjust the Warp node – this will give us some wood grain that has more details

Add a Directional Warp node and connect the Warp node to the Input

Add a Directional Noise 2 node and connect it to the Intensity Input of the Directional Warp node

Add a third Normal Map node and connect the Directional Warp

Decrease the Intensity of the Normal Map node under the Specific Parameters

Add a second Normal Combine node and connect the wood grain details Normal Map to the Normal 2 input

Connect the first Normal Combine node to the Normal 1 input

Connect this new Normal Combine node to the Normal input of the Base Material node

Select the connection between the Directional Warp and the wood grain details Normal Map node and add another Directional Warp node

Connect the Slop Blur Grayscale from the planks to the Intensity Input of the second Directional Warp node

This will help break up the pattern of the wood grain details so it won’t look so uniform

You can continue to change the Directional Warp under the Specific Parameters

Box-select these nodes and use RMB to add a frame

Normal and Height Outputs

Delete the Base Material node

Connect the last Normal Combine node to the Normal output

Connect the Brick Pattern node to the Height output

Select the connection for the Height output and add a Histogram Range node

Under the Instance Parameters, increase the Range and Position options

If you Right-click anywhere on a blank area of the grid, you can View Outputs in 3D View

Ambient Occlusion Output

Connect the Histogram Range to the Ambient Occlusion output

Select the connection between the Histogram Range and AO output and add an Ambient Occlusion HBAO node

If you Right-click anywhere on a blank area of the grid, you can View Outputs in 3D – this will update the view

If needed, change the Intensity of the Slope Blur Grayscale as well as the Range and Position of the Histogram Range

Select the AO node and change the Height Depth and Radius under the Instance Parameters

You can also turn on GPU Optimization to lower the draw call time

Metallic and Height Output

Since the metallic map will be a completely black, you can save some resources by changing the Output Size of the Base Parameters

Select the Uniform Color node

Under the Base Parameters, change the Output Size to Absolute and then decrease the Width and Height to something like 32×32 or 16×16 – this will save space and draw calls in a game engine

If you need a larger texture for a Smoothing Map (this is especially important for Unity users), select the connection between the Uniform Color and Metallic map and add a Levels node

Under the Output Size, change the Levels node Output Size to Relative to Parent

Roughness Output

Add a Curvature Smooth node and connect the Normal Combine node – this will use the Normal Map to give us information about where light would hit the wood grain

Connect the Curvature Smooth node to the Roughness output

Select the connection between the Curvature Smooth and Roughness output and add a Levels node

Under the Specific Parameters, invert the Color Stops of the Levels Histogram – this means the rougher areas will be between the planks

Now you can make adjustments to the Levels Histogram

Base Color Output

Add a Gradient Map node and connect the wood grain

Connect the Gradient Map node to the Base Color node

Select the Gradient Map node and under the Specific Parameters options, click on Gradient Editor

Click on the Gradient at the top of the Gradient Editor

Select the White Color Stop and change the color

You can also add more color stops to vary the gradient

Select the connection between the Gradient Map node and the Base Color Output and add a Blend node – connecting to the Background input

Add a second Gradient Map node and connect the second Directional Warp node from the wood grain details to the second Gradient Map node

Select the second Gradient Map node and under the Specific Parameters options, click on Gradient Editor

Click on the Gradient at the top of the Gradient Editor

Select the White Color Stop and change the color

You can also add more color stops to vary the gradient

Connect this second Gradient Map node to the Foreground input of the Blend node

Select the Blend node and under the Specific Parameters, change the Blending Mode to Add Linear Dodge

You can also adjust the Opacity

Edgewear

Add a Curvature Sobel node and connect the last Normal Combine node

Under the Instance Parameters, increase the Intensity

Add a Gradient Map node and connect the Curvature Sobel node

Select the connection between the Blend and Base Color and add a second Blend

Connect the Gradient Map node to the Foreground of the second Blend node

Select the Gradient Map node and under the Specific Parameters, activate the Gradient Editor

Click on the Gradient and move the Black Color Stop to the right and move the White Color Stop slightly to the left

Add a Slope Blur node between the Gradient Map and the Blend nodes

Add a Fractal Sum Base node and connect it to the Slope input of the Slope Blur node – this will break up the uniformity of the Gradient Map node

Select the Slope Blur node and under the Instance Parameters, increase the Samples and decrease the Intensity

Select the Fractal Sum Base and under the Instance Parameters, change the Roughness option

Select the Gradient Map node and use the Gradient Editor to give the Color Stops some color

Select the Blend node and under the Specific Parameters, change the Blending Mode to Screen

Exporting

In order to export this material, select the Output nodes

Under the Tools menu, select Export Outputs

This will make the material available for use in external programs

If you want to use this material in Substance Painter, select the Package and click on the Publish button

From here, you have the option to either Publish the file – this will give you a prompt to save the file

You can then drag the file into your shelf in Substance Painter

You also have the option to send the material directly to Substance Painter

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.