
PROCEDURAL ROCK MATERIAL | MATERIAL DEVELOPMENT
Technical details
| Technical Field | Information |
| Software | Substance 3D Designer · 3ds Max · Unreal Engine |
| Category | Procedural Rock Material |
| Resolution | 4096 × 4096 |
| Type | Fully Procedural |
| Approach | Production Material for Environments |

Project Goal
This project combines the creation of a procedural rock material with the development of an Unreal Engine shader aimed at reducing visual repetition in large environments.
The material was generated completely in Substance 3D Designer, while a system was implemented in Unreal that automatically modifies the UV coordinates of each instance, allowing a single texture to be reused across multiple rocks without the need to edit their UVs manually.


Variation System
The shader uses the position of each object as a reference to generate automatic variations in the material's projection.
The main features include:
- Procedural UV offset.
- Automatic rotation per instance.
- Independent material scaling.
- Compatibility with Static Meshes and Foliage Tool.
This approach allows large environments to be populated by reusing a single material while each rock maintains a different texture distribution.

The shader screenshot shows the implementation of the variation system within Unreal Engine, where the position of each object automatically controls the displacement, rotation, and scaling of the UVs. The result is a production-ready material capable of generating visual variations without increasing the number of textures or requiring manual adjustments on each instance.
Material Breakdown
Base color/ Normal/ Roughness/ Metallic/ Height






