Hey!
Here is another useful link with many basic combinations ![]()
I’m late to the thread, but I wanted to say as somebody who is more comfortable with designer than something like photoshop or krita, I use it to create noise textures and masks for VFX
Here’s a breakdown of a effect I made a while back using designer, houdini (for a smoke sim), and niagara for a low-cost fire effect:
https://www.artstation.com/artwork/6bDN2N
I made the shape of the flame as a mask in designer. This would probably be easier in photoshop/krita but as I said I’m pretty comfortable with designer. I also made the tiling flame shapes/texture in designer. For both the mask and the flame shapes, there are 4 versions of each stored packed into different channels (RGBA) so that I can have different variations with a single texture
Took a crack at making the swirly noisy texture prevalent in Papa Trümpler’s whispy boom effect. Shout out to this article for the trick to making curl fields in Substance.
Thank you for sharing your work! I’m just in the beginning phase of learning substance designer and I made some discoveries working from your screenshots as a base. So for people who might stumble across the thread who are in a similar situation as me, I’ll add what I found:
- It appears to be vital for the normal format of the “Height to normal world units” node to be DirectX rather than OpenGL.
- Passing the powered voronoi through a “Blur HQ greyscale” node appears to eliminate all the artifacts that appear when morphing
- Multiplying in a low opacity gaussian noise gives some nice volume





