- added workaround to have blend modes work with sbsar
- added preset file with a few good starting points
- fixed AO output naming convention to automatically connect in compact material mode

Creates a heavily customizable liquid layer on a background material based on height information.
I've included the .sbs and .sbsar files in this archive, in case you want to look under the hood, or want to change something.
Feedback is welcome.
For use in Substance Designer, but can be used as standalone in Substance Player, if you manually connect the texture inputs.

I've split the parameters into somewhat sensible groups. Here's a general overview of what the parameters do.

Liquid Layer Basic:
Let you control the properties of the liquid, eg color, color opacity, roughness.

Liquid Layer Mask:
Control the mask that controls the liquid.
Liquid Depth Blend can blend between a 100% flat mask and the actual depth mask below the liquid surface, with additional control over contrast and blur.

Liquid Layer Advanced:
Control the blurring and warping of the background color.
Additionally, you can control the opacity of the liquid normal and the blurring of the background normal under the liquid surface, for cases where you want a more viscous, slimy liquid.

Here you can control the soaking of the liquid into the background. This includes the range of the soaking, blend mode, blurring, warping for break-up, opacity, roughness and blurring of the background normals.
By default, the area beneath the liquid surface is soaked, but you can also subtract the area from the soak, if you're so inclined.

Ambient Occlusion:
Hopefully self explanatory

Custom Inputs:
If you have already created a liquid material, you can overwrite the color, roughness and normal settings with custom input maps.
By the nature of the tool, you're not limited to actual pure liquids. With these custom inputs, you could easily use this to create ice, fairy dust and all kinds of nasty goo.

If you want to see the mask data that is being generated in the tool, or perhaps reuse the masks somewhere else in your graph, you can toggle the mask outputs here.
For example, you could use the depth mask to drive an emissive map to create glowing fluids.
The Debug Depth Mask toggle is mainly there, because the mask can get heavily modified in the tool. In case you need the actual depth data below the surface, turn this on.

Uploaded: over 3 years ago
Updated: over 3 years ago
Version: 2
File Name:
Size: 36.1 KB


over 3 years ago

that's a great job you did :> thanx for share

over 2 years ago

Hello there,
It seems great in the screenshots, but,
I can't actually work out how to use it.
I don't suppose there's a possibility of making a tutorial how
to use it most effectively or such is there?

over 1 year ago

It's looks nice! but I don't know how to use it.

10 months ago

This doesn't work in Substance Painter