Recently I’ve started learning Substace Designer and Painter.
One really useful thing in Substance Painter is that each layer (being a material) has height information assigned. It can be a uniform value between -1 and +1, by default it’s set to 0.
Imagine a simple use case - you’re making a material consisting of two layers. It could be rough metal with green slim on top of it:
This looks flat. If I want to have height transition between the two layers, I have to manually affect Normals of both Principled BSDF nodes, or explicitly affect the Material Displacement:
We can add Normal detail to the individual layers:
One problem is - I see no way of stacking Displacement node, other than creating a final grayscale displacement map and feeding it into the Displacement node.
Though - if we could have the height information carried with the Principled shader, and mixed properly using the Mix Node - that could simplify the process, which can make the node trees quite messy if the material involves more than three layers.
Here’s my test project:
Principled Height Demo 01.blend (163.6 KB)