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 
master_rock_4

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.

master_rock_2
master_rock_1

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

master_espfera_concrete

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