The materials from the RDT selection were generated thanks to the scan processing pipeline and dedicated filters in Substance Designer 6. RDT’s high-resolution non-tiled maps of color, normal and height are automatically connected into a scan processed .sbs file. In Substance Designer 6, we process the maps through the material crop and smart auto-tile nodes to create a tiled material with a 4K resolution.

To learn more about the processing of scans, read our article on Making Hybrid-Scan Materials Using Substance Designer 6.

On top of the RDT scans, we use procedural effects to provide users with more flexibility to create new materials:

- Control over the key parameters of the scan including color, brightness, and normal intensity. This makes it possible to vary each material according to its needs without being linked to the attributes of the scanned map.

- Combine one or more layers of dynamic effects (generally non-scannable) that create a variation in the distribution of elements, useful for tiling the texture. This also gives the possibility to create an infinity of new materials that vary according to conditions outside what was captured during the scan. The only limit is your imagination.