Recently i have finished a little side project of mine in Substance Designer. You might have already seen it. If not here is the link: https://www.artstation.com/artwork/4nKDn
As stated my goals were to test the viability of doing baroque style ornaments completely procedurally and to make some van Gogh style oil painting strokes procedurally.
Ornamental details like from the baroque era have long been one of my personal interests that i love to dabble in in my freetime. I collect books, refs, learned how to model them etc. 1D_Inc's modeling videos have been a huge inspiration and source of knowledge to me.
Before i go into detail explaining some steps about my process i want to answer one question. Is it worth going fully procedural with this type of ornaments? Not yet i would say. It's certainly interesting and fun to explore but i found the workflow a bit too cumbersome and limited to make sense in production. I'm sure we will get there eventualy tho. There are constantly new tools and nodes coming out. Allegorithmic does a great job improving their product, people from the community figure out new things and so on. But as of now i would say it still makes more sense to work conventionally. Even if you don't know how to model these things there are good ressources available to import them from. Textures.com has ornaments on offer, so does Jonas Ronnegard on his gumroad. You can import the alphas and safe you a lot of work or you kit bash a hipoly model.
The Frame
First thing to do was to create a rectangular shape with a gradient then apply a profile to it via a curve node:
Here you can see two ways of doing it (i'm sure ther's more). The above method uses a simple bevel to create the gradient. I opted for the method from below with a splatter rectangular (custom node from Share) because my thinking was that when i use the same node to apply repeating elements around the frame it would be easier to expose and link parameters together.
For the profile i looked up some refs and recreated one as good as i could. Obviously looks a bit different with the scale of SD's editor so best advice from me is to have the 3d view open with tesselation and keep eye balling while doing it. Afterwards i did an auto level and a slight blur (so the corners where the gradients meet wouldn't be completely sharp).
Ornaments
I tried to make some baroque leaf ornaments but that didn't turn out succesfully so i kept it relatively simple with a shell shape, some note shapes and a rose bud. In the end it might not be super important to be super realistic with the ornaments. Something like this frame can be made to read correctly with a simpler setup if its just for a random prop or something.
I made use of a bunch of custom nodes such as Ilya Kuzmichev's curve drawing system and Bezier curve editor.
The swirl node was very important to get the little curls on the ends but was also a source of frustration. I either have to try to come up with something better or hope someone else will. What would be great is some swirl with falloff settings.
Putting everything together for the frame was just a matter of lots of blends and mirrors. Frame and ornaments were assembled via normal map blending because i couldn't quite figure out a satisfying result via height map.
The Painting
This looks perhaps more complicated than it is. The important things to know are that i used an id map that i separated masks from for tile samplers. I layered the colors on top of each other one by one because i didn't want the strokes to be a colorful mess that uncontrollably blend into each other and don't resemble real painting technique.
The direction of my strokes was controlled via a flow map that i plugged into the vector map input of the tile samplers.
The colors i simply extracted from a bitmap that i liked. Read my last blog post if you want to learn more about that.
I hope this was a useful insight to some readers. Please feel free to ask in the comments if you have questions.














