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Procedural Camo Filter

This is a filter I created in Substance Designer to handle procedural paint/camo. Designed with weapons in mind but nothing stops it from being used on vehicles also.

The user can define a single color or up to 6-color procedural camo (i.e. multicam-esque) or use a custom bitmap which is tri-planar mapped over the model surface.

Inputs are
1) Paint mask (mask off the things you don't want to be camo'd)
2) Position Map
3) World Space Normal
4) Your base/default textures for your gun (normal, ao, base color, microsurface, metalic)

Would also like to add a function for a wear-influence map (i.e. the ability to define custom areas which wear off first - think pistol grip, trigger, etc) and perhaps a 'modulation map' which will build some contrast along plane changes of adjacent faces to help with readability of the geometry.

Clockwise: Default, Single Color, 6-Color, Bitmap

Clockwise: Default, Single Color, 6-Color, Bitmap

Progression of procedural wear

Progression of procedural wear

The graph

The graph