Another abstract experimentation in Substance Designer. This simple "sine" processing trick can actually produce some really useful results for Giger style patterns or even high definition detail behind sci-fi panels etc. Rendered in OpenGL
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A bit of an explanation on the pixel processor part:
The main shape repetition is achieved by using a pixel processor. The pixel processor does a very simple sine operation on a pre-multiplied input. I based this on some of my previous work on UE4 shaders https://www.artstation.com/artwork/Vd28QR
Basically when you pass a gradient to a sine you "force" the sine to plot it self along the gradient. Multiplying the gradient before that will - in layman's terms - increase the amount of "folds" the sine will create. A sine by default will plot from -1 meaning that you will have a gap (black space) after a sine elevation. This can be filled by adding an ABS (absolute) node after the sine causing the -1 to plot in to a positive value.