Sine Circuit

Main tile render

Main tile render

Base pattern variation

Base pattern variation

Base pattern variation

Base pattern variation

Base pattern variation

Base pattern variation

AO/BC/H textures

AO/BC/H textures

Main graph

Main graph

Basic pattern creation

Basic pattern creation

Basic sine multiplication operation in pixel processor.

Basic sine multiplication operation in pixel processor.

Sine Circuit

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.