MINDPED - Blend Destruction System

Documentation/Tutorial/Demo: https://www.youtube.com/playlist?list=PLjtOr-AAiGI0AAhfJztYqW8y-GvaGOirZ

Blend Destruction System is a collection of Master Materials, Material Instances and Tools designed to enhance an artists pipeline by saving time, memory, and draw calls. It does this by replacing the need to bake unique textures in substance painter for props or create high details unique meshes for destruction. Technically you won't even need to lay out uvs.

It is completely dynamic. It centers its work flow around the use of vertex color, distance fields, texture arrays, dithered uv blending / texture switching, dithered triplanar, and custom primitive data. Meaning the same textures can be used on many many meshes... including the same material.

Many different variations can be made on the same draw calls through the use of customizable custom primitive data per mesh. It able to be instanced while allowing you to change things such as color, dirt amount, leaks, grunge, layered destruction (depth and frequency), tessellation, dust, cracks, edge wear and other imperfections.

There are also a few different methods of triplanar space. This means it can be world based, local mesh rotation based, and local mesh rotation static based to move with the mesh without changing. The method of triplanar is the cheaper dithered with less texture lookups.

The materials are highly customizable and including variations specifically for crumbling destroyed walls, rusty metals, warping and paint peeling wood and other common material types.

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I saw this, actually, looks great :slight_smile:

Very hard to keep tabs on the market, with all the slop flooding by, but I did take a look at this.

I wish you luck with it :four_leaf_clover:

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Thx. The whole goal with this was to stay out of texture authoring and high to low res modeling with substance painter and all that. Save on memory and performance. Save time.

Wanted to see if i could create a material that made it looked like it was baked and as detailed even though it was dynamic and not baked.

Basically at this point i just throw the shaders on everything.. and everything has a unique look.

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