Malachite with Chrysocolla

This is my material created for the Materialize competition. I was inspired by the chunk of Malachite, with its outer layer of Chrysocolla from the Matershots Instagram, as it meant I had two separate surfaces to replicate.

I also used this competition as an opportunity to get properly stuck into Nvidia's MDL language inside Designer. I made use of both Anisotropic reflections and a gloss layer for the cut surfaces of the Malachite, while the Chrysocolla is a more standard PBR implementation.

It's been quite a lot of fun to make as I am more used to working on materials in Designer that are of a meter or upwards in scale. So focussing on something more realistically measured in millimeters was a nice change.

All renders done inside Substance Designer with Iray.

The graph outputs used in the MDL. On the left are the more standard maps. On the right are 3 maps I made to work with the cut surface of the Malachite and a good ol' AO.

The graph outputs used in the MDL. On the left are the more standard maps. On the right are 3 maps I made to work with the cut surface of the Malachite and a good ol' AO.

The Substance graph that creates all the maps needed to drive the MDL.

The Substance graph that creates all the maps needed to drive the MDL.

The MDL graph.

The MDL graph.

I wanted to have some fingerprints on the surface of the cut mineral, and as imported elements were not allowed for the contest I had to make them from scratch. It proved to be a fun exercise in and of itself.

I wanted to have some fingerprints on the surface of the cut mineral, and as imported elements were not allowed for the contest I had to make them from scratch. It proved to be a fun exercise in and of itself.

And this is what gets spat out.

And this is what gets spat out.