I quite enjoyed working on this floor planks substance. I put a lot of time into the ageing options of the planks which allow for quite a lot of variety in the possible outputs. You have individual controls over the splitting of the planks ends, damage to the plank edges as well as general surface damage. There are also plenty of options for wobbling the planks, from height and angle variation to overall warp. Finally adjusting the missing planks or dirt height allows control over exactly the right level of abandonment.
It is part of my Medieval themed Signature Collection for Substance Source which I had the pleasure of working on with the awesome people of the Substance Source team over at Adobe. I set myself a few goals for the set. The most important of which was thorough customisability of each material, I wanted each substance in the collection to have numerous parameters with variations of the main graph could easily be created to give the user a lot of flexibility to customise each material to the needs of their specific projects.