The above is an assignment i did for a procedural texturing class, done entirely in Substance Designer.
the goal of the specific assignment was learning how to make rocks, but because we had a lot of freedom over what we could make, i opted to make rocks with sand as a secondary element woven in (in this case, sand). this led to a lot of added details i needed to work on including the falloff between the sand dunes and the rocks, sand making its way into the crevasses of the rocks, and being able to adjust both elements independently while still having a coherent final product.
recorded in substance designer, choppier video but more accurate to what the final product should look like
captured in substance player, smoother video but less accurately detailed
both the rocks and the sand were made with similar approaches, that being starting with simple shapes and adding detail via warping and noise later in the graph. an unintended side effect i noticed from this was that i could parameterize the very existence of realism here. below is a demo of switching between realism and stylization in the same graph.
unlike some of my other works, this was developed largely in isolation as a standalone project. and despite being one of my first projects in substance designer, i spent a large amount of time remaking things from scratch because i wasn't happy with earlier versions.