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Took a page out of @makkon.bsky.social 's book and tried my hand at some painterly material work in Substance Designer 🪨 Can't say I expected it to turn out that well, there's a *high* possibility I'm gonna be abusing this approach 👀

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It would certainly be much much better if it was actually hand-painted, but I don't think it'd be as straightforward to generate pbr maps from it (nor can I actually paint that well yet)

For a more serious answer, I mainly used the quantize node to posterize the bejesus from a lot of grayscale values (AO, height, curvature) and plugged them into various gradients. Ben's approach with the flood fill helped a lot using the flood fill color node that randomized hue/saturation values