Hi Elliott, This is a great breakdown and very generous in sharing your process and insights, you came a long way from the vending machine days!
Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!
Allegorithmic collaborated with RDT to create 31 new hybrid materials for Substance Source. These materials come from scans of rock, sand and soils combined with procedural effects to add variations and additional effects.
These material will be perfect for games and VFX-oriented projects. The new set includes asphalt, pavement, wood planks, gravel paths, coastline sand and coral rocks, plus various types of rocks and muds. All are in 4K resolution.
Using Substance Designer, developers embedded a host of dynamic effects into each material to make changes according to conditions like the water level, the amount of dust and the random placement of distinctive elements (including gravel, flow paths in the sand, and levels of melted lava).
The pack is all about procedural effects that provide users with more flexibility to create new materials:
- Control over the key parameters of the scan including color, brightness, and normal intensity. This makes it possible to vary each material according to its needs without being linked to the attributes of the scanned map.
- Combine one or more layers of dynamic effects (generally non-scannable) that create a variation in the distribution of elements, useful for tiling the texture. This also gives the possibility to create an infinity of new materials that vary according to conditions outside what was captured during the scan. The only limit is your imagination.
You can find more details on the latest addition here.