This project showcases the implementation of the procedural fabric and Wood materials from my previous Substance Designer studies inside Unreal Engine 5.
The primary objective was to develop a reusable master material capable of driving multiple fabric and wood variations through material instances while maintaining a clean and scalable workflow.
By exposing key material parameters, a single shader can produce a wide range of appearances without modifying the underlying material graph, making iteration significantly faster while keeping the workflow production-friendly.
This breakdown demonstrates the complete implementation process, including:
• Reusable Master Material
• Material Instance Workflow
• Real-time Parameter Controls
• Lighting & Surface Response
• Fabric Variation Showcase
Real-time demonstration of exposed material instance parameters controlling fabric blending, dirt intensity, and surface variation through a reusable master material workflow.
Real-time lighting demonstration showcasing the wood material's surface response, highlighting the interaction of normal details, roughness, and specular reflections.