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Substance Designer Quicktips 02

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Substance Quicktips 02

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I've been working on some new materials recently and have come across some Substance Designer tips, so I thought I would share them.
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The first node graph selects random corners and then rounds those selected corners. The node works by beveling shapes, masking & and dilating corners, and then blurring and randomly selecting corners. There are some limitations to this workflow, but it works well for most scenarios. If you need more accurate corner detection, then you should check out Ben Wilson's post; he made a whole tool.
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The other quick tip allows for better blending of two textures, offering more control over the intensity. If you use the standard blending mode 'Screen', some height details will bleeding through, resulting in noisy surface information and a lack of areas of rest. If you use a 'Height Blend' or 'Max Lighten' blending mode, surface detail won't show through, but you won't have much control over the strength of those details.
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The node works by using 'Max Lighten', determining the difference in the original height map, blurring the underlying height map, and then using a screen node to control the final height of the details.