Breakdown: Making a Realistic Grass Material in Substance 3D Designer & UE5

The artist explained how to set up wind effects and showed a method of generating procedural clusters for the textures.

If you were looking for a way to set up realistic-looking grass, here's an informative learning material that might help to achieve your goal. Material Artist at Rebellion Joe Taylor shared a new comprehensive breakdown, explaining how to set up an amazing grass material using Unreal Engine 5 and Substance 3D Designer.

In this breakdown, the artist showed how to set up wind effects, reactive foliage, and color variation per instance, demonstrated how to work with world space and distance blending, explained how to generate procedural clusters for the textures using Substance 3D Designer, and more. You can check out the full breakdown by clicking this link.

If you want to learn more about Joe Taylor's workflow, we also recommend checking out our interview with the artist. In the article, the author showed us the working process behind the eerie Catacomb material, explained how different maps were created, and why Unreal Engine 5 was chosen for the project.

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