Here's one exemple of how i managed to add move variation and detail control. I have 3 systems generating strocks with different densities and 2 other systems that generate masks to blend them. FG/BG mask and detail mask.
The cool think with the detaile masks, is that i can control the detail variation as we can see here, half of the face is very rough and the other half has more details. I can add hits of colors to some strokes too like those red tones..
closeup
Here's the poster of the Movie "Moonlight" sampled as a procedural paint.
CloseUp on that paint
CloseUp on that paint (3D view)
Original photo by Photographer Lisa Kristine (@lisakristine)
Original photo by Photographer Lisa Kristine (@lisakristine)
Original photo by Photographer Lisa Kristine (@lisakristine)
Original photo by Photographer Lisa Kristine (@lisakristine)
My fist study on ink/paint simulation using Substance Designer. That software is so versatile it always surprise me. :) BTW, I did not focus much on the height maps yet.
Far from perfect. But already happy with some results. I used some random images as sample for the inputs.
You can download that version of this project on my Marketplace here -> https://www.artstation.com/kumodot/store/DezD/paintfx-v01-procedural-paint-look-simulation