Real-time Materials / Substances

This tiling brick substance was created entirely inside Substance Designer, meaning that it is completely procedural. Built for PBR real-time rendering, this substance includes; normals, albedo, height, ambient occlusion and roughness. It has been set up in the Unreal Engine 4 material editor to blend three ways with plaster and moss substances using vertex painting and height based masking. This soft, muddy ground material was created with a combination of Substance Designer, Zbrush and photoshop. It was designed around a real-time PBR pipeline and it includes; normals, albedo, height, ambient occlusion and roughness. It has been set up inside Unreal Engine 4 to allow displacement and two way blending with a moss/grass substance using vertex painting.

Description

I have been gradually building a library of high quality PBR tiling materials within Unreal Engine 4. I create these using the latest methods of PBR rendering and through the use of Substances. They are all very flexible thanks to the exposed parameters allowing to make changes in colour, roughness, normal intensity and wetness in real-time. They also utilize height based masking and vertex painting to seamlessly bend with any other materials.

For

Personal Project

Type

Real-time materials

Software

Substance Designer, Zbrush, Photoshop, Unreal 4