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Photogrammetry tree trunk to tiling material

A workflow documentation of the process of turning photogrammetry into tilable materials.

Side by side render in blender. The AO and light removal in Substance Designer makes a ton of difference for a workable texture set

Side by side render in blender. The AO and light removal in Substance Designer makes a ton of difference for a workable texture set

Turntable of photogrammetry tree trunk

The bake target mesh overlayed onto the high poly trunk. The resulting diffuse, normal and AO textures were then imported into substance designer

A graph overview of the texture set

A graph overview of the texture set

The inbuilt tiling functions in designer didn't quite do it for me on this occasion, so I made a custom mask using the height channel multiplied by a gradient originating in the center of the image

The inbuilt tiling functions in designer didn't quite do it for me on this occasion, so I made a custom mask using the height channel multiplied by a gradient originating in the center of the image

Turntable of texture set applied to a cylinder with displacement enabled

A composite of the main channels of the material

A composite of the main channels of the material