Volumetric Procedural Wood (WIP).
I started working on this Substance Designer project some time ago, and it has become my learning space for working with 3D materials. It started simple, "How do I make simple wood grain in 3D," and evolved into something much more complex, "How do I warp patterns without breaking UVs?". For this procedural material, I had to create many custom Pixel processor functions (e.g, world rotation, center projection curve, knot placement mapping, etc.). This is still a work in progress, but it already allowed me to push boundaries of the baked Position map and the World Normal map. In order to use the material, you only need UVs (non-overlapping) and bake the World space normal and Position. This is a lot of fun and huge learning for me. I will keep working on it until I am "satisfied". I hope you like it.
Substance Painter overview