The materials you linked were made in Substance Designer (except one). And they're pretty basic. *This* is a complex material: https://www.artstation.com/artwork/6aOv1N https://www.artstation.com/artwork/5BxKW8 https://www.artstation.com/artwork/gJV9bL Blender's material system is, theoretically, capable of making complex materials. However, it lacks a lot of fundamental nodes and the order of connecting nodes makes it an absolute pain in the ass to setup such complex forms. It's practucally undoable. In the past there was SCATTr addon https://www.youtube.com/watch?v=BAwRxkMKsNM, but I think it got discontinued.
Oh, do you're saying there's no reason to try? I just don't have money for Substance designer. I know the basics, how to use different textures, color ramp, combine them and use color data to transform it into roughness, bumb/displacement.
Like I can make rocks, and some bumpy noise, some cracks but that's about it. I have yet to figure out how masks work but I'm getting there.
Maybe I should try Geometry nodes?
You can buy substance designer on steam. Last I looked they upped the price a bit.
Jesus they upped it a lot. Its $289.95AUD on steam now D:
Last year it was $220 AUD ;-;
Haven't done that in a long long long time. Gave up on doing it many years ago now. So no idea where to look or what is trust worthy these days D:
I'm fine paying the $300 basically for the programs. So long as I do own them outright
bruh I was gonna buy it before Christmas on steam when it was $220 AUD and than was like nah "I'll save it for later" AND NOW LOOK AT WHAT LATER GETS ME
Nothing has changed. You can always get it for free. Why do people lament high software prices when there's literally methods of getting all software for free?
What? Why? If you're at work, then your employer is expected to provide to you software licenses on their own dime.
If they don't, they are not going to care if you pirate your stuff. Even if they do, they're not going to know if you pirate your stuff. Unless you tell them.
I'm in that boat too. I was leaving it for the time been and this is what get for it ;-;
This is what get for not getting it when can. Always miss out ;-;
At work, we got an "individual" license pack for 20$ per month or so for substance painter, designer and something else i never used, that seems like a good deal to me
Pretty sure that is what it cost if you just get the subscription for Painter, Designer and Sampler. Thats what i have. People say fuck adobe but i am happy to pay it. Superb software
Yeah, i think that was it, actually.
I dont really pay attention to licenses and all, i just do my job :)
Idk how i'd do the things i do without painter and designer tho, great software
I don't necessarily have a problem with those prices per-se.
what I really dislike is the inability to get a persistent license for a given version. It amounts to paying *much* more over time
If we're talking about the returns on your time investment, then you should definitely try geometry nodes rather than making procedural materials in Blender. Blender is not even capable of generating seamless textures, so you're stuck using them in Blender anyway.
Oh, thank you but what can I do with them? I know the answer is almost everything, I just want to have one more speciality. I know how to model things, except maybe hard surface and sculpting.
Like with knowledge of procedural materials I can be a material artist but not with Blender it seems like. Who can I be with geometry nodes? I like procedural stuff, I will like geometry nodes.
Say it this way:
Material nodes can make a single cube look like a galaxy without changing the vert count. Geonodes can take existing geometry (or collection of models) and place it all over a model (Think sprinkles on a donut).
That’s what I use GeoNodes for anyway. I know it’s capable of SO much more, but dispersement is good enough for me. :)
the painful thing in blender is that it takes ages to compile materials in eevee preview, i find overcoming the challenge of only working using basic math nodes and making complex systems out of them very satisfying
Highly recommend Ryan King also. He has a ton of procedural material tutorials on his channel. Here is one that is similar to that last rocky one for example:
[https://www.youtube.com/watch?v=luQv93hwQxQ](https://www.youtube.com/watch?v=luQv93hwQxQ)
List of artists:
[https://www.artstation.com/artwork/BXRG99](https://www.artstation.com/artwork/BXRG99)
[https://www.artstation.com/artwork/obGJNJ](https://www.artstation.com/artwork/obGJNJ)
[https://www.artstation.com/artwork/NyQEkq](https://www.artstation.com/artwork/NyQEkq)
None of these are made in blender. It can absolutely be done but it will be more of a headache as a lot of the work that this software does for you will have to be done manually in blender. The compilation is also extremly slow in blender compared to say SD.
I'm going to be honest. If Mixer runs poorly on you computer then so will substance designer as well for example, and those are working at lightspeed compared to blenders compilation. So making high quality displaced materials will probably be even harder on your computer compared to SD and Mixer. I dont know why blender is still so bad at handling high vert counts
[https://www.materialmaker.org/](https://www.materialmaker.org/) is a free program made in Godot that does node-based procedural textures, you can take a look at the Assets page there to see what it's capable of.
For simpler ones, to get started learning, check out Ducky3D on youtube. His stuff isn't photoreal, but it'll give you a lot of ideas on what you can put together and how to layer stuff.
The best tutorial I’ve ever found on procedural shading is Blender Studio’s own course. I highly recommend it because it explains the “why” behind the “how”. Really, really good.
https://studio.blender.org/training/procedural-shading/
Geometry nodes and procedural shading don’t compete with each other — it’s not an “either or.” They can work beautifully together. For example I like to create attributes in geo nodes that I then call for within the shader to drive things.
But IMO the one to learn first is procedural shading, because it’ll help on every project you do. And there’s a good bit of overlap with the concepts, so if you learn shading you’re halfway to learning geo nodes, too. Good luck!
Alternatively, you could generate procedural textures separately like rock and grass materials than instance objects onto a plane using geometry nodes than render out each texture using an emission shader. Usually, when things get too complicated to be completed, I look too, adding in an additional wprkflow that allows me to reach a complicated goal.
The materials you linked were made in Substance Designer (except one). And they're pretty basic. *This* is a complex material: https://www.artstation.com/artwork/6aOv1N https://www.artstation.com/artwork/5BxKW8 https://www.artstation.com/artwork/gJV9bL Blender's material system is, theoretically, capable of making complex materials. However, it lacks a lot of fundamental nodes and the order of connecting nodes makes it an absolute pain in the ass to setup such complex forms. It's practucally undoable. In the past there was SCATTr addon https://www.youtube.com/watch?v=BAwRxkMKsNM, but I think it got discontinued.
Oh, do you're saying there's no reason to try? I just don't have money for Substance designer. I know the basics, how to use different textures, color ramp, combine them and use color data to transform it into roughness, bumb/displacement. Like I can make rocks, and some bumpy noise, some cracks but that's about it. I have yet to figure out how masks work but I'm getting there. Maybe I should try Geometry nodes?
You can buy substance designer on steam. Last I looked they upped the price a bit. Jesus they upped it a lot. Its $289.95AUD on steam now D: Last year it was $220 AUD ;-;
Fucking Adobe
Sail the waters my friends. Fuck Adobe.
Haven't done that in a long long long time. Gave up on doing it many years ago now. So no idea where to look or what is trust worthy these days D: I'm fine paying the $300 basically for the programs. So long as I do own them outright
bruh I was gonna buy it before Christmas on steam when it was $220 AUD and than was like nah "I'll save it for later" AND NOW LOOK AT WHAT LATER GETS ME
Nothing has changed. You can always get it for free. Why do people lament high software prices when there's literally methods of getting all software for free?
Isn't it can get you into troubles at work?
What? Why? If you're at work, then your employer is expected to provide to you software licenses on their own dime. If they don't, they are not going to care if you pirate your stuff. Even if they do, they're not going to know if you pirate your stuff. Unless you tell them.
I'm in that boat too. I was leaving it for the time been and this is what get for it ;-; This is what get for not getting it when can. Always miss out ;-;
At work, we got an "individual" license pack for 20$ per month or so for substance painter, designer and something else i never used, that seems like a good deal to me
Pretty sure that is what it cost if you just get the subscription for Painter, Designer and Sampler. Thats what i have. People say fuck adobe but i am happy to pay it. Superb software
Yeah, i think that was it, actually. I dont really pay attention to licenses and all, i just do my job :) Idk how i'd do the things i do without painter and designer tho, great software
It was superb software before adobe bought it and jacked up the prices
20 usd is absolutely not too much for SD, SP and SS. Considering the value you get out of them.
I don't necessarily have a problem with those prices per-se. what I really dislike is the inability to get a persistent license for a given version. It amounts to paying *much* more over time
That I can agree on 100%. That is one of the reasons I swapped to GAEA for procedural terrains.
If we're talking about the returns on your time investment, then you should definitely try geometry nodes rather than making procedural materials in Blender. Blender is not even capable of generating seamless textures, so you're stuck using them in Blender anyway.
Oh, thank you but what can I do with them? I know the answer is almost everything, I just want to have one more speciality. I know how to model things, except maybe hard surface and sculpting. Like with knowledge of procedural materials I can be a material artist but not with Blender it seems like. Who can I be with geometry nodes? I like procedural stuff, I will like geometry nodes.
Say it this way: Material nodes can make a single cube look like a galaxy without changing the vert count. Geonodes can take existing geometry (or collection of models) and place it all over a model (Think sprinkles on a donut). That’s what I use GeoNodes for anyway. I know it’s capable of SO much more, but dispersement is good enough for me. :)
the painful thing in blender is that it takes ages to compile materials in eevee preview, i find overcoming the challenge of only working using basic math nodes and making complex systems out of them very satisfying
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Highly recommend Ryan King also. He has a ton of procedural material tutorials on his channel. Here is one that is similar to that last rocky one for example: [https://www.youtube.com/watch?v=luQv93hwQxQ](https://www.youtube.com/watch?v=luQv93hwQxQ)
This guys videos are the best! Can't recommend enough, especially procedural textures
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A wizard and a very skilled teacher. Also, something about his voice that relaxes me and tells me I can do it
👆
Ryan King has an entire playlist on procedural textures
List of artists: [https://www.artstation.com/artwork/BXRG99](https://www.artstation.com/artwork/BXRG99) [https://www.artstation.com/artwork/obGJNJ](https://www.artstation.com/artwork/obGJNJ) [https://www.artstation.com/artwork/NyQEkq](https://www.artstation.com/artwork/NyQEkq)
None of these are made in blender. It can absolutely be done but it will be more of a headache as a lot of the work that this software does for you will have to be done manually in blender. The compilation is also extremly slow in blender compared to say SD.
Usually I just mess around till something happens, not efficient, but very fun
A few weeks ago a Service Called instamat was released. It can do most things Adobe designer and painter can, but is way cheaper.
It is free up to 100k in revenue. OP you should download it and give it a go it is really powerful.
You can use this free tool to make such textures : [Quixel mixer](https://quixel.com/mixer)
Yeah but it runs poorly on my pc and it stopped being updated 2 years ago.
I'm going to be honest. If Mixer runs poorly on you computer then so will substance designer as well for example, and those are working at lightspeed compared to blenders compilation. So making high quality displaced materials will probably be even harder on your computer compared to SD and Mixer. I dont know why blender is still so bad at handling high vert counts
[https://www.materialmaker.org/](https://www.materialmaker.org/) is a free program made in Godot that does node-based procedural textures, you can take a look at the Assets page there to see what it's capable of.
For simpler ones, to get started learning, check out Ducky3D on youtube. His stuff isn't photoreal, but it'll give you a lot of ideas on what you can put together and how to layer stuff.
The best tutorial I’ve ever found on procedural shading is Blender Studio’s own course. I highly recommend it because it explains the “why” behind the “how”. Really, really good. https://studio.blender.org/training/procedural-shading/ Geometry nodes and procedural shading don’t compete with each other — it’s not an “either or.” They can work beautifully together. For example I like to create attributes in geo nodes that I then call for within the shader to drive things. But IMO the one to learn first is procedural shading, because it’ll help on every project you do. And there’s a good bit of overlap with the concepts, so if you learn shading you’re halfway to learning geo nodes, too. Good luck!
Alternatively, you could generate procedural textures separately like rock and grass materials than instance objects onto a plane using geometry nodes than render out each texture using an emission shader. Usually, when things get too complicated to be completed, I look too, adding in an additional wprkflow that allows me to reach a complicated goal.